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Generating precomb/previs weirdness


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Some VERY weird things going on...

An example:

I generate precombine geometry and precombined visibility for each cell at Finch farm (first all the precomb...then all the pre/vis ... Location works great after that... BUT...

A user brought to my attention that there are records for pre/vis data at Parsonstate,Camp kendall and ....Bunker hill !!!

Wtf ??

 

Anyone know why this happens ?

 

Why would it generate data for cells that a) arent even loaded b) i never went near ?

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Some VERY weird things going on...

An example:

I generate precombine geometry and precombined visibility for each cell at Finch farm (first all the precomb...then all the pre/vis ... Location works great after that... BUT...

A user brought to my attention that there are records for pre/vis data at Parsonstate,Camp kendall and ....Bunker hill !!!

Wtf ??

 

Anyone know why this happens ?

 

Why would it generate data for cells that a) arent even loaded b) i never went near ?

Precombined Geometry can be genereated per cell or by loaded area (Ugrids dependent 3, 5, 7, 9), Regardless of Ugrids setting the Precombined Visibility is generated for a 3x3 block (for current cell) or 9x9 block (Loaded Area) . So when doing precombined Visability for 'Current cell' 9 total cells around the RVIS cell (eg 0,0; 0,3; 0,-3) are afected but when generating for 'all loaded cells' the maximum cells affected will be 36 total cells (around RVIS). So if your doing a cell, say 12,11, then the 36 cells around 12,12 will all be regenerated.

This of course assumes the Trosski/RedRocketTV GUI method of rebuilding Pevisibines. If you are using Ben Riermanu's Command Line Method https://diskmaster.github.io/ModernPrecombines/ the outcome is generally smaller in file size and more reliable in game.

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I always generate on a cell by cell basis ...

 

The issue with data for Bunker Hill was a mistake by a user that reported "why are you generating previs for Bunkerhill ? "

So i looked at it in Foedit and saw in worldspaces that there was in fact data for that location BUT i didnt look close enough...Because it wasnt precombines. It was a record for workbenches that i screwed up when duplicating a counter and accidentally edited the vanilla counter which effected the vendors in Bunker Hill...Was easily fixed but took many attempts since i went a removed that entry when i first glanced at it and thought it was previs...

 

Had to figure out what i did and it turns out that i had set the counter i accidentally edited to disabled and hidden because it wasnt working making all three vendor counters invisible/gone at Bunker Hill.. (was the noedit version of the diner counter)...

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