Jump to content

Portal and Room Markers


Interfer0

Recommended Posts

So I am wondering it I should even bother with room markers and portals. They can be a major pain to set up, and from what I can tell they are hard to get working correctly.

 

Plus if I create myself roommarkers, and find a change I would like to make, I have to go back and move them just so I can render my cell correctly. ( This is what causes some interiors in the GECK to not show up.)

Link to comment
Share on other sites

Personally I would leave it to the very last thing, I don't do much modding in large cells now because of room markers and the pains they cause.

 

Still doesn't look like anyone has found/made a work around for this problem other than noting their positions and moving/deleting them.

Link to comment
Share on other sites

The GECK PowerUp beta has a hack for them. Another thing to consider is this taken from here:

WARNING: Havok physics and the room markers do not play well together. Avoid placing Havokable objects near portals that they might be knocked through. [if an object is in, say, room A, then drawing of that object is restricted to people who are in room A, or who can see the object through a portal to room A. If the Havok engine causes the object to move (because the player picked it up with the Z key, or an explosion threw it) then the object will continue to be drawn so long as the object is in the motion under the control of the Havok system. However, once the object comes to rest, it is passed back to the normal renderer, and is once again drawn only for people in room A... even if it is now in room B. If you are in room B, with the object, it will be invisible to you.]

If it's a place to be visited over and over, the above can become a pain in the butt.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...