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[LE] Room Markers give me grief!


cumbrianlad

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Hi NexusComa.

 

I'm calling them Room Markers because that's what they're called when you show rooms and portals in the 'show/hide' menu and select one in the render window. Base Object: 'Room Marker' (0000001F). When you place them into the game the box icon says 'Place RoomBound'. I think we're talking about the same thing? I say 'room marker', you say 'roombound'...it doesn't have the same ring to it as 'I say tomayto, you say tomarto'! Maybe Beth got sloppy and used two different terms for the same thing. Bethesda? Sloppy? Perish the thought. I'm sure we're talking about the same thing.

 

I know they can't overlap or have gaps, especially for the portals to function. What I read up on them suggested that if there is a slight discrepancy between the faces of the bounds (or markers), when linking a portal from the first room to the second, CK will attempt to adjust the boxes so that they are coincidental. I didn't rely on that. To me, it's asking for trouble to be sloppy about putting them in and hoping that the software will correct your mistakes.

 

As I said before, the second time around, after I'd given some thought to the layout of the dungeon so that placing these would be easier, both the bounds/markers and the portals went in with little bother at all. For anybody new to CK like myself, I wanted to post this so that others don't repeat my mistakes.

 

I also found it harder first time to put these in because I'd forgotten to use the T hotkey for a top down view and also the 0 (zero) hotkey to use orthographic view. These are really helpful.

 

Anyway, I'm more than happy with my new layout. The only problem seems to be if I accidentally move one slightly in the x or y direction (as happened in the cave area when I needed to adjust the height to accommodate a piece of straight wall that I'd positioned over the top of one of the shafts so that the player couldn't glimpse the void if they looked up it). Then they seem to be a real pain to reposition, even with snap to grid turned on.

 

I'd hate to fall out with you over a name, because you've been a great help to me on this site! In fact, I'd go as far as to say that I might have given up on CK had it not been for your advice and support! It's nearly New Year and I'd gladly tip a can of beer down my neck and toast you for your patience and thoughtfulness. Cheers! (I'd better have a beer now or it wouldn't feel right offering a toast...damn it, I was almost tee-total...{yeah, that'll be right})

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It's just that I didn't understand how to help you when I see Room Marker ... I think of the COC marker when I see that ...

 

Room bounds are only really needed when you have a room so full of stuff it's killing the FPS ... if you check your FPS and you're good then just skip it.

 

As for falling out ... I don't have any problems with you at all. In fact you are one of the few that actually says thanks.

Truth is I come here to help others to do something I love to do ... Mod Skyrim.

(and to hide from my current mod in progress, lol)

Edited by NexusComa
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  • 3 years later...

I guess I don't really understand what you mean by "room markers" are you talking about the blue box vs the teleport box.

If so, I always put my teleport box a bit in front of my room maker box ... so as the followers don't pile up on the players

back as they enter the room together.

My hero....I keep finding heroes while modding...thank you so much for finally finding a solution for mistveil keep's texture glitch, I nearly tossed the whole project because of that.

I could kiss you right now :)

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You also don't need a room bound on every spot of your cell. If you look at Skyrim dungeons they sometimes only use them around the main rooms.
In fact most all of them boxes are for sound as most the dungeons are not that complicated or filled with objects. Idk if they were just lazy or what.
You see many sound boxes and then one or a few huge room bound around the whole thing. People making mods love to fill them with objects.

I know I do. So this is where smart room bounding comes into play. What you see made from Skyrim must have been done at furious pace.
Just enough to get by and no more. Why it's so very easy to kill any Skyrim layout while modding. ... just my opinion anyways.

Edited by NexusComa
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  • 2 months later...

/Edit

 

I got things working with the bound rooms, definitely a bit time consuming but not too bad in the end.

 

It's odd that with grid snapping and rotation turned on, these are the only objects (primitives) that I found would often *not* actually align with each other on the grid, and ironically the Tut stresses the importance of the alignment. I thought maybe if I just copied and pasted the first bound room box, and moved the new one around it might be on the grid correctly more than having by-hand defined each bound room box by selecting room walls, but I never tried it as of course just defining each box by selecting the room walls is much faster. The portal creation apparently fixed border problems, as I saw no abnormalities in game despite gaps and overlaps.

 

I can't help but question the validity of this in many dungeons, at least smaller ones, where performance drain overall is probably too low to bother doing this. Larger and more intricate dungeons I could see potentially the effort worth it.

 

Did Oblivion even have anything like this for dungeons, if so I certainly missed it.

Edited by sornan
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