pinioncorp Posted January 14, 2010 Share Posted January 14, 2010 I'm not one to ask for help, but this has been driving me nuts for several weeks. I am the author of a house mod and have recently put rooms and portals into the house. But because some items are disabled (depending on the theme you have purchased), and although most work perfectly, there are some that simply don't. When enabled, the items appear darkened.http://img85.imageshack.us/img85/2576/dl1j.jpg When then disabled, the item is still present, yet with normal lighting. There is no collision. No matter what is done, it can't be removed. The console does not acknowledge that it is there.http://img20.imageshack.us/img20/9927/dl2e.jpg The affected area that this happens is close to the border of a roombound, but do not have to cross the border, it can happen either way. Many items that do cross a border work fine. I've tried enabling the statics through code instead, with no luck, the same thing happens. Why is this happening? Anyone have any ideas around this? Any help greatly appreciated. Link to comment Share on other sites More sharing options...
pkleiss Posted January 15, 2010 Share Posted January 15, 2010 I, unfortunately, have found several bugs with room markers. Your's, however, is new to me. I have found that many objects behave oddly when placed inside a room marker. I cannot say that I know why, all I can tell you is what I did to fix it. In areas where I had issues like this, I made that area part of the "unbound" space. What I mean is this: Whan making room markers, not all of the area must be within a room marker. The stuff that is outside of any room marker is called the unbound space. This unbound space is like a room itself. So all my problem areas were kept outside of any room marker. Here are some pics detailing one example: Before room markerAfter room markerCell with unbound space For this example, certain armor wold be invisible if placed within a room marker (pics 1 & 2). So I made that small area without a room marker and connected portals to it. Remember that all the unbound space acts as a single room, so as long as there isn't too much in the unbound space, you will not get a performance hit in a busy cell. I hope this helps, and good luck. To me, Rooms & Portals are a pain in the @&&. Link to comment Share on other sites More sharing options...
mechine Posted January 15, 2010 Share Posted January 15, 2010 If it's a small cell an you have good light, you don't even need stuff culled via portals, that's for vaults, huge vast vaults. You get more of a performance loss from bad lighting (too much) than from anything else. It's like making world models an 1stpersontextures when you are using a 2048X2048 texture map. I've never really even made a cell big enough where I needed portals, it always ends up going into another cell anyway. Glad to hear you figured it out though. Link to comment Share on other sites More sharing options...
pinioncorp Posted January 15, 2010 Author Share Posted January 15, 2010 That is a good idea Pkleiss, but unfortunately it hasn't worked. It seems to happen near the edges of the roombounds, but you can move an item a fair way away and it will still have trouble. Its also happens in multiple rooms. If I can't find a workaround I'll just have to cut all portals from the cell, but it just irritates me that it is an issue that seems to be happening despite the programmers' intentions. Link to comment Share on other sites More sharing options...
pkleiss Posted January 16, 2010 Share Posted January 16, 2010 I'm sorry it didn't work out for you. It makes me think there should be a new TV show on FX called "Tiles behaving badly". It sounds like just the placement of a room marker has caused this issue. The placement of the tile within or ouside of the marker not withstanding. I too have shied away from using room markers and portals anymore and just make smaller cells. Link to comment Share on other sites More sharing options...
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