radiumskull Posted May 23, 2016 Share Posted May 23, 2016 So I understand the science behind roombounds, i.e., the room boundaries are supposed to be aligned to one another just right. No overlaps, right? Anything inside the roombound is rendered, anything outside is not. But what happens to the door models? Say you have a Vault cell where two rooms are connected by a standard Vault door. If the roombound goes right to the edge of the door frame model, then part of the door geometry is outside the bounds, and it doesn't render. And since the door model needs to be visible from inside each room, it needs to be inside each room's boundary. But it can't be, because the boundaries have to be aligned. So is this what Portals are for? And if I somehow got my portal dislodged from the edges of a roombound, is there a way to use Shift-Q to re-snap it? (in/out of Portal mode?) Link to comment Share on other sites More sharing options...
mimaef Posted May 23, 2016 Share Posted May 23, 2016 Yep you can use Shift-Q to re-snap the two roombounds together. This is for the skyrim creation kit, but it all basically works the same:http://www.creationkit.com/index.php?title=Room_Bounds_and_Portal_Basics It gives you little tips on optimizing your room bounds so everything inside of it is done perfectly.And a short video by Hellcat:https://www.youtube.com/watch?v=Xkrlh4dGGIE Portals at your doorways are what's going to help render your doors, yes. Link to comment Share on other sites More sharing options...
radiumskull Posted May 23, 2016 Author Share Posted May 23, 2016 (edited) Thanks! I've actually watched all that, but it helps to know that's the knowledge. But check this bullstuff out: I know that the portal is supposed to snap to the roombounds once you link it to a second room, right? But the portal I was just messing with got created at the wrong rotation, which I also know tends to happen. But when I adjusted the portal's position, kept the portal selected, dropped out of Portal mode, Ctrl-selected the other roombound, and hit 'Link Portal to Room', the second roombound rotated to match the rotation of the portal. Creation Kit still in beta? Yeah, guess so. Edited May 23, 2016 by radiumskull Link to comment Share on other sites More sharing options...
mimaef Posted May 23, 2016 Share Posted May 23, 2016 Haha, well that's not annoying in the slightest or anything. At least this creation kit doesn't crash as much as the other one?? Link to comment Share on other sites More sharing options...
radiumskull Posted May 23, 2016 Author Share Posted May 23, 2016 (edited) A good MANY of these tools are not working as described. Snap-to-Reference works sometimes, but just when it feels like it, I guess. Sometimes just doing something over can sometimes fix the problem, but that's bad because doing the same thing twice yields different results -- because that's a common definition of complete insanity! So I'm thinking of several ways the roombounds system could be improved and made more reliable, just as far as measurements are concerned. So let's see how Bethesda guys are doing it, right? Open up one of my favorite vanilla cells, Vault 75... No roombounds to be found. Or is it that the CK just shows me the roombounds when it feels like it, even when I toggle visibility back and forth? I discovered I had actually made two roombounds for the same room, but one was invisible until I opened my cell back up. Makes you wonder how Bethesda got the game made, don't it? Edited May 23, 2016 by radiumskull Link to comment Share on other sites More sharing options...
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