Strange wall dissapearance when cleaning dragonreach

Post » Tue Jun 19, 2012 3:30 am

Ok so I'm working on my first home project, and I really like the design and layout of the dragonreach home. I started by duplicating the dragonreach home cell, and then started to delete all the red boxes, red x's, sweeping spots(blue pads) and all the npc's. When I load it up in game to test it out, everything's fine until I go upstairs. When i go up the stairs beside the yarl throne, the walls on the next floor dissapear, same with the floor until I walk over where they should be and the appear again, but the stuff behind me dissapears. When I look at it through the creation kit, all the walls are there and everything seems fine, I would really appreaciate some help.
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:)Colleenn
 
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Post » Mon Jun 18, 2012 10:25 pm

Those are probably left-over room bounds.

On the toolbar you will see the roombound icons. I believe one of them will let you see the bounds so you can delete them.
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Sweet Blighty
 
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Post » Tue Jun 19, 2012 7:11 am

I only found one roombound icon and it says create roombound
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Justin Hankins
 
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Post » Tue Jun 19, 2012 7:05 am

Portals, to the right of it, are also connected to roombounds. You need to remove the portals too.
I have not used these in Skyrim yet, but I did use them in Fallout 3.
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Sarah Evason
 
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Post » Tue Jun 19, 2012 12:41 am

well i clicked them all, nothing changed, problem is I cant see any portal markers.
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Andrew Tarango
 
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Post » Mon Jun 18, 2012 9:14 pm

To see roombounds and portal go to View... Show/Hide window... then check portals and rooms.
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Amanda Leis
 
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Post » Tue Jun 19, 2012 12:20 pm

But yea it must be somehting to do with portals or soemthing similar. It seems like the whole downstairs is one section and when i step in it, its active and when i step into the upstairs it becomes active turning off other parts like the dining room balcony and stairs.
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Kelly Tomlinson
 
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Post » Tue Jun 19, 2012 12:54 am

Yes! Thanks architect, and thanks willie for lighting the way! That did the trick :smile:
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Lilit Ager
 
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Post » Mon Jun 18, 2012 9:11 pm

Im wondering, are portals used for anything important, or can i just take them all out?
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Ruben Bernal
 
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Post » Tue Jun 19, 2012 6:17 am

I"m guessing they're for things like moving your Housecarl to the area by the door when you get proclaimed Thane and such.
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Nikki Lawrence
 
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Post » Tue Jun 19, 2012 8:40 am

Not sure really I'm no expert (so correct me if I'm worng), portals are like windows into the next roombound, I assume, with the culling of objects that are out of line of sight, unlike joined rooms which would just draw everything in those roombounds as one single room.

So I assume that joining rooms that make up a larger cave or tunnel network makes more sense then having a large portal across it if it's not too populated. The oppsite for small doors/windows which a portal would make sense to limit drawing objects in another roombound that are not in line-of-sight. Really depends on how much junk is in those roombounds, you don't want to join two over populated rooms if you don't have too.
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Alada Vaginah
 
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Post » Tue Jun 19, 2012 9:28 am

Portals are the 'doors' between two roombounds. Everything in one roombound is loaded and visiable to the player. Nothing else is loaded which makes the FPS go up.
When a 'portal' is in the players view all objects in both roombounds will be loaded. All other objects in other roombounds are unloaded and not rendered.
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zoe
 
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Post » Tue Jun 19, 2012 7:34 am

Ahh makes sense.
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Steve Smith
 
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Post » Mon Jun 18, 2012 8:42 pm

So you would put a portal in a doorway, behind the closed door...when the player opens the door, only then would objects on the other side be rendered?
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Zosia Cetnar
 
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Post » Tue Jun 19, 2012 12:28 pm

Yes, as long as the portal was on the other side of the door. But, it may cause a slight delay as it renders the now viewable roombound objects. But its a lot faster than trying to render your entire cells objects.
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Channing
 
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