greekrage Posted May 18, 2022 Share Posted May 18, 2022 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 ? Link to comment Share on other sites More sharing options...
vegawagon350 Posted May 22, 2022 Share Posted May 22, 2022 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. Link to comment Share on other sites More sharing options...
greekrage Posted May 22, 2022 Author Share Posted May 22, 2022 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)... Link to comment Share on other sites More sharing options...
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