Odd Graphical glitch in and out of Geck

Post » Fri May 13, 2011 12:18 pm

So I restarted working on my Vault X6 FNV mod and I still have an issue for which I have an odd issues with the wall.

This shot is from outside the shack in my caves:
http://oi56.tinypic.com/s2tfrd.jpg

See how the wall textures are missing? But you can see through on to the other wall that those aren't missing.

Now here's a shot from inside the shack:

http://oi56.tinypic.com/11huu1e.jpg

That's the same door from the other pic but on the other side. From inside the shack all the walls appear, but from the outside you can see straight through them.

Any idea's?
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Julie Serebrekoff
 
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Post » Fri May 13, 2011 7:00 pm

Apparently you have never delved into the world of 3D graphics.


Its supposed to be like that. Can you imagine trying to place objects when you couldn't see inside? The objects are interior specific, meaning, they are not meant to be viewed by the player from the outside. It is done to make working in the editor and working on interiors easier, and it is just how 3D models work. Textures show on one side of the model, and not both.
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gemma king
 
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Post » Fri May 13, 2011 4:49 pm

Apparently you have never delved into the world of 3D graphics.


Its supposed to be like that. Can you imagine trying to place objects when you couldn't see inside? The objects are interior specific, meaning, they are not meant to be viewed by the player from the outside. It is done to make working in the editor and working on interiors easier, and it is just how 3D models work. Textures show on one side of the model, and not both.


I failed to mention its the same exact thing in game too.
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Casey
 
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Post » Fri May 13, 2011 9:54 pm

Changes nothing. The "invisable" side is simply the back side. The side the player is never meant to see. If you do see it in game, then you are using the tileset wrong. Granted there is no "proper" way to use objects, but as said, that inviable side is not supposed to be shown.
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Sheeva
 
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Post » Sat May 14, 2011 1:23 am

Changes nothing. The "invisable" side is simply the back side. The side the player is never meant to see. If you do see it in game, then you are using the tileset wrong. Granted there is no "proper" way to use objects, but as said, that inviable side is not supposed to be shown.


So then there only is an invisible side to cut down on loading? Hmm... X_X now I get to re-do a majority of my walls in a cave, not fun.

Thank you.

Edit: Ah ok, I think I see what I did. I used "Inside" Walls, meaning they are for a dedicated house / building where you don't have the possibility to see the other side of the wall, hence the see through effect.

Ok.... then any suggestions on what kind of walls I can use? or technique to fix my screw up with out putting up more walls?
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Shaylee Shaw
 
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Post » Sat May 14, 2011 2:45 am

Trial and error. Just gotta play around till you get what you want.
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Jamie Moysey
 
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Post » Fri May 13, 2011 5:08 pm

I got a completely new issue now.... wow my luck svcks.

http://oi54.tinypic.com/r7vsj9.jpg

http://oi56.tinypic.com/ibjuz8.jpg

K so the first pic is me mass selecting the objects, and the second pic is the proof that they are there, just invisible. I'm thinking its a setting I messed up because right before this I had drawn Room Markers around the rooms and hall ways all in that area. I had screwed up my panning and zoom speed / sensitivity for some reason and couldn't change it back so i delete the geckprefs.ini, when I loaded my mod back thats what I saw for the rooms that had a room marker around them.

Any suggestions? I've been trying to toggle on off as many options as I think could cause this.


Edit: Ok, yea since I reset the options the View settings were reset so now you can see the blue boxes for the rooms I set but everything is still invisible.

http://oi55.tinypic.com/nzfwvn.jpg

Edit 2: Shift + L does nothing, Shift + C actually makes the rest of the mod (the parts not surrounded by the blue boxes) disappear then pressing the button combo again only makes that reappear, nothing else.

Edit 3: Ok my work has actually halted now because I can't access the doors. Any form of info at this point is acceptable except for "quit now looser" of course. >.<
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Julie Serebrekoff
 
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Post » Fri May 13, 2011 12:42 pm

Heya, Sentai... let me help you out with this new one.



The problem you're experiencing now... is one that we -all- are experiencing.


For some reason, there are these 'room' and 'portal' markers... which when placed, somehow manage to render anything within their boundaries invisible. Obsidian apparently used these quite a lot, as well, because there are numerous places in which it is nearly impossible to create a mod (for anyone like myself, anyhow, who lacks the skill to work around this problem) in that location.

I'm hoping that, at some point, they'll patch the GECK and fix this mess.

Hard to say for certain if that's ever going to happen though...

I wish I knew what those damn markers even -do-... >.<
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Ana
 
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Post » Fri May 13, 2011 9:16 pm

Heya, Sentai... let me help you out with this new one.



The problem you're experiencing now... is one that we -all- are experiencing.


For some reason, there are these 'room' and 'portal' markers... which when placed, somehow manage to render anything within their boundaries invisible. Obsidian apparently used these quite a lot, as well, because there are numerous places in which it is nearly impossible to create a mod (for anyone like myself, anyhow, who lacks the skill to work around this problem) in that location.

I'm hoping that, at some point, they'll patch the GECK and fix this mess.

Hard to say for certain if that's ever going to happen though...

I wish I knew what those damn markers even -do-... >.<



The markers have a simple function: reduce loading.

Before I added the marker's, I would walk in to the cave and the game / my pc would uber lag because it was loading and rendering the ENTIRE MAP. With these specific markers, It only loads the "room" your in, the blue boxes indicating which room. The Portals are so that when you reach the end of that room, you can see in to the next one, if they aren't up, its just an empty space and it looks like you can walk through and keep falling, but it would actually just load the next "room". This way it cut's down on loading and you can still see so it doesn't look ugly / broken.
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Lillian Cawfield
 
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Post » Sat May 14, 2011 1:38 am

Ah! I see!


I don't usually design very large interior spaces, so I suppose this just hasn't ever been an issue for me... but I can see why that would be a useful thing to have.

Still, the glitch you are experiencing is the related to those. If you must have them to make the location usable, I would suggest deleting them and then re-adding them last. In the meanwhile, perhaps you could tell me how to make them work? I've been wanting to make a mod which expanded and rebuilt the Bison Steve Resort and Casino for some time now. (Since I first saw it, really...)

Anyhow, I hope that this helped in some way!

Now, I've got to get back to work. I'm opening up the Searchlight Airport... and I've got two floors of an Air Traffic Control Tower to design and clutter!

-Cheers!
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Taylah Illies
 
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Post » Fri May 13, 2011 4:56 pm

There is a fix for the multibound issue read http://www.gamesas.com/index.php?/topic/1148040-how-to-fix-lighting-havok-and-rendering-issues/. It is a simple toggle in the GECKcustom.ini, this fix also corrects the havok issue and, the show hide markers bug. The "M" key. :celebration:

hope this helps

cev
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lilmissparty
 
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Post » Fri May 13, 2011 11:20 am

Ah! I see!


I don't usually design very large interior spaces, so I suppose this just hasn't ever been an issue for me... but I can see why that would be a useful thing to have.

Still, the glitch you are experiencing is the related to those. If you must have them to make the location usable, I would suggest deleting them and then re-adding them last. In the meanwhile, perhaps you could tell me how to make them work? I've been wanting to make a mod which expanded and rebuilt the Bison Steve Resort and Casino for some time now. (Since I first saw it, really...)

Anyhow, I hope that this helped in some way!

Now, I've got to get back to work. I'm opening up the Searchlight Airport... and I've got two floors of an Air Traffic Control Tower to design and clutter!

-Cheers!



If you wanna go ahead and PM me, we can find a way to link up on a messenger and I can explain them better, the Tutorial for them is a bit.... straight forward, but to much so. It just sits there explaining everything with odd pictures as example. I don't know if they have a video up for that, so I can help explain things if you'd like.

Here is that tutorial anyways: http://geck.gamesas.com/index.php/gamesas_Tutorial_Optimization
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Solène We
 
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Post » Fri May 13, 2011 4:38 pm

There is a youtube tutorial but, it is a bit remedial. http://www.youtube.com/watch?v=vRP_G5BnglQ&feature=related

good luck

cev
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Syaza Ramali
 
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Post » Fri May 13, 2011 3:40 pm

There is a fix for the multibound issue read http://www.gamesas.com/index.php?/topic/1148040-how-to-fix-lighting-havok-and-rendering-issues/. It is a simple toggle in the GECKcustom.ini, this fix also corrects the havok issue and, the show hide markers bug. The "M" key. :celebration:

hope this helps

cev



AH YES! THANK YOU! Your my god send! XD

I'm not sure why they messed it up in the NVGeck but eh... its working now. Are there any known side effects?
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Monique Cameron
 
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Post » Fri May 13, 2011 4:13 pm

Oh, thank the merciful lord Cev...

... you're not only one helluva modder, but you always come through with the best help!

That just made my day, there!
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Kayleigh Mcneil
 
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Post » Fri May 13, 2011 5:46 pm

AH YES! THANK YOU! Your my god send! XD

I'm not sure why they messed it up in the NVGeck but eh... its working now. Are there any known side effects?


Only one, you have to deactivate it if you want to poke around the "Lucky 38 worldspace", If you don't the GECK will instantly CTD!!!!!!!! :swear: :banghead: :brokencomputer:

But, that is the only thing I've come across, could be more, I just haven't ran into them yet. :twirl:

It's benefits most certainly out weigh it's drawbacks.

Thanks Colonel, just trying to give back what was given to me! :thumbsup:

cev
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leni
 
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Post » Fri May 13, 2011 11:29 am

My mod has been saved ... you know... short of Bethesda releasing a complete patch for NVGeck.

Proof that the fix works too:

http://oi55.tinypic.com/208i63n.jpg
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Gavin boyce
 
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Post » Fri May 13, 2011 1:30 pm

Any cell that uses multibounds (another type of optimizer.. sort of anyway) will crash if you have them disabled in the ini. (crazy huh? :P) Lucky 38 seems to be only cell I've heard of in NV that uses em, although Fallout 3 used them extensively.. dunno. If you end up wanting to use them in your mod though you'll have to undo the switch in the ini first.
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sharon
 
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Post » Fri May 13, 2011 2:58 pm

Any cell that uses multibounds (another type of optimizer.. sort of anyway) will crash if you have them disabled in the ini. (crazy huh? :P) Lucky 38 seems to be only cell I've heard of in NV that uses em, although Fallout 3 used them extensively.. dunno. If you end up wanting to use them in your mod though you'll have to undo the switch in the ini first.



Yea but the F3 Geck correctly uses the settings and bounds. :P
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Niisha
 
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Post » Fri May 13, 2011 3:21 pm

Yea but the F3 Geck correctly uses the settings and bounds. :P


Always Z,

I was trying to dumb this down a bit, until these guys got there heads around the real issue. I could have told them that any cell that uses multibounds not, room markers would cause a CTD. I understand why but, these guys don't! (your input is appreciated not trying to come off as rude.)

the real issue is, that the FNV "GECK is not the same "GECK" we had in FO3. :swear: "many of the new guys don't get the differences".

cev
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Pawel Platek
 
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Post » Fri May 13, 2011 10:29 pm

Always Z,

I was trying to dumb this down a bit, until these guys got there heads around the real issue. I could have told them that any cell that uses multibounds not, room markers would cause a CTD. I understand why but, these guys don't! (your input is appreciated not trying to come off as rude.)

the real issue is, that the FNV "GECK is not the same "GECK" we had in FO3. :swear: "many of the new guys don't get the differences".

cev

Eh, so true, can't really argue with you there. ;)

Figured I'd just add it since he seemed to have a pretty good understanding of what was happening, just at first he didn't understand why.
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Charlotte Henderson
 
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