I Can't Use The GECK

Post » Sat Feb 05, 2011 8:25 am

I am trying to do the GECK tutorial, and a fatal problem has surfaced itself at about http://geck.gamesas.com/index.php/gamesas_Tutorial_Layout#Using_Kit_Pieces_and_Navigating_the_Render_Window - when I drag VHallSm1WayR01 out to the render window, nothing appears to happen. Then I zoom out and I get the vault door entrance - NOT what is depicted in the pictures on the tutorial. What's more, I can't select the vault door by any means - not by clicking it in the Render Window, not by double clicking it in the object list, not at all.

What's broken and how do I fix it? This is a fresh install of the GECK (obviously)
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Suzie Dalziel
 
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Post » Sat Feb 05, 2011 7:50 am

I am only two weeks into modding FNV, and I find the render window infuriating. When you drag the object, it is placed "somewhere" in 3D space, but nowhere I can predict. Usually the Z coordinate of the object is huge, that is, it is way up in the sky. The render window rotates around whatever is selected, and sometimes you may lose track of what's selected. One trick I have used (and again I am no expert) is to select the newly placed object in the object window and right click and select view. This should zoom the render window to show the object. *Maybe* this will be more useful or maybe not. Sometimes I select edit on some other object nearby to where I want the object to go, write down the xyz coordinates, and then type in similar xyz coordinates for my object. Don't place it inside.

I assume this will get less painful for me as I gain experience, but I agree it is pretty frustrating. One thing I wish is that there was a button like "linked references" where you get a crosshair, and the new object would simply be placed on top of the object you select. At least then it would be in the same room.
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Ashley Campos
 
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Post » Sat Feb 05, 2011 7:50 pm

Interesting development - apparently the VaultRuined HallSmall pieces are borked, but the regular Halls ones are fine.

Should I verify files in Steam or something?
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Nikki Hype
 
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Post » Sat Feb 05, 2011 9:01 pm

Interesting development - apparently the VaultRuined HallSmall pieces are borked, but the regular Halls ones are fine.

Should I verify files in Steam or something?


Not sure about that, I don't build many vaults but, you guys should learn about Object editing pallets. When using them you can basically stamp down tiles in the proper z axis, then using the snap to grid, get there X,Y right.

I've uploaded a modders resource http://www.gamesas.com/index.php?/topic/1133996-chucks-object-editing-pallets/ to help people get started with them.

cev
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Rude_Bitch_420
 
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Post » Sat Feb 05, 2011 12:54 pm

Thanks for the suggestion. I have not tried pallettes. But, my understanding is that it is just a shorter picklist of related items. Placing them into the render window is still the same, regardless of whether you select from a pallette or from the raw object list. Is that correct, or does using a pallette make it easier to place the objects too?
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carla
 
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Post » Sat Feb 05, 2011 5:24 am

Thanks for the suggestion. I have not tried pallettes. But, my understanding is that it is just a shorter picklist of related items. Placing them into the render window is still the same, regardless of whether you select from a pallette or from the raw object list. Is that correct, or does using a pallette make it easier to place the objects too?

Look up the Fallout 3 video about them from Bethesda. You will then understand why they are a godsend.
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stephanie eastwood
 
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Post » Sat Feb 05, 2011 4:45 pm

Object editing pallets are much more than shorter lists to choose from, as suggested look at the youtube tutorial on clutter. When using a pallet you select the item then click it into the render window not having to drag it from the objects list into the render window. Pallets give you much more precision when placing objects. (the difference between doing sergery with a scalpel or, a chainsaw!) :woot:

For example, whine working with tile sets say the office room peaces and, you need three wall sections, you can simply stamp them in. (note you'll need to have at least one tile in the render window to stamp on-top of.) After you've gotten your basic cell built and, are moving onto clutter you can set a drop distance, then havok items like books, tin cans and, whatnot into your interior.

Working with pallets and, learning how to use them properly will speed up your modding and, take the frustration out of many of the GECK's shortcomings.

cev
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Rex Help
 
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Post » Sat Feb 05, 2011 6:50 am

It took me a while to find the documentation for pallets so I thought I would post it here. Here is a link to the GECK documentation page: http://geck.gamesas.com/index.php/gamesas_Tutorial_Clutter. That page describes pallets and how to use them. I found it very useful to read.

I didn't know it before but pallets are discussed in the clutter topics. I haven't watched any of the video tutorials on youtube but there are a couple of videos there that are for clutter. Look for "GECK Tutorial Clutter".
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carrie roche
 
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