Sullaysur Posted September 22, 2019 Share Posted September 22, 2019 Hello,i have a problem with my new mod, i try to make a new room in Vault 111 but there is this white space how can i remove it?I made 2 screens for you.ps. Sorry for my bad english. Link to comment Share on other sites More sharing options...
hereami Posted September 23, 2019 Share Posted September 23, 2019 (edited) Hi! In the doorway? That's a Great Void - enable Sky for the Cell or close the door. What mean by lower image? Fog? That's fog then, edit Fog data in Cell Lighting. https://www.creationkit.com/index.php?title=Cell_Lighting Edited September 23, 2019 by hereami Link to comment Share on other sites More sharing options...
niston Posted September 23, 2019 Share Posted September 23, 2019 If that door leads into another room but shows up as white void: Roombounds and Portals - You need to set em up properly. https://www.youtube.com/watch?v=LqzvWVuHh8I Link to comment Share on other sites More sharing options...
icestormng Posted September 23, 2019 Share Posted September 23, 2019 Actually you don't need Roombounds. Even Bethesda didn't used them in most more complex interiors. PreVis also works in interiors. Interiors can be made out of multiple cells. Look at cells like Sentinal Site. They just used PreVis which is less of a hassle and works good enough. At least in my tests. Link to comment Share on other sites More sharing options...
niston Posted September 24, 2019 Share Posted September 24, 2019 Ah well, unless someone like me comes along, decides to build a settlement and disables previs for the cell - that's how I know :smile: Beth didn't care to make them Roombounds/Portals proper either, that's right. So, many interiors have these "voidspace bugs" w/ previs disabled :/ Confirms my opinion on previs: It's much more of a really dirty kludge than a solution. Unless Beth's "problem" was how to get away w/ sloppyness, heh. Link to comment Share on other sites More sharing options...
hereami Posted October 20, 2019 Share Posted October 20, 2019 Beth didn't care to make them Roombounds/Portals proper either, that's right. So, many interiors have these "voidspace bugs" w/ previs disabled :/Can things of that kind be called "bugs"? They are the result of user's destructive intervention, so Beth can't be blamed here. Think i completely misunderstood the situation primarily, but anyway, when previs is disabled, shouldn't all the behind be visible instead - the new room (actual space fill) - as opposite to void being shown, if vanilla door removed and original previs is active for the current viewpoint? Link to comment Share on other sites More sharing options...
VIitS Posted October 20, 2019 Share Posted October 20, 2019 Beth didn't care to make them Roombounds/Portals proper either, that's right. So, many interiors have these "voidspace bugs" w/ previs disabled :/Can things of that kind be called "bugs"? They are the result of user's destructive intervention, so Beth can't be blamed here. Think i completely misunderstood the situation primarily, but anyway, when previs is disabled, shouldn't all the behind be visible instead - the new room (actual space fill) - as opposite to void being shown, if vanilla door removed and original previs is active for the current viewpoint? That would be the case if Bethesda didn't implement them at all. Instead they did a half-assed job. So rather than performance plummeting like a rock with a rocket booster attached when previs is disabled in interior cells, you just get some performance impact, disappearing objects (which sometimes include bits of the wall) based on where in the room you stand, and, if the Cell does not have any sky data, glimpses of The Void. That is why people consider it to be a bug, because disabling an optimization system shouldn't cause objects that are right in front of you to disappear, then reappear if you turn the camera at a 45° angle away from them and take two steps back. Also, Bethesda purposefully made the system auto-disable previs and precombineds if your mod touches a precombined REFR without regenerating them, which makes it easier for your mods changes to be applied but also makes it easier for the systems to be disabled accidentally. And I wouldn't really call previs a dirty kludge. It is a great system - for a game that doesn't allow modding. For a game where you promote modding as one of the selling points, it is a lazy alternative* to actually putting in the effort to make proper roombounds and portals (for interior cells), or having occlusion planes associated with the regular meshes (which would have had the added benefit of letting settlements you build in-game get the same benefits, allowing massive settlements with a minimal performance impact. *Bethesda developed the precombineds system, which is its own mod compatibility problem, but previs is third party. Check out the Umbra occlusion culling. Link to comment Share on other sites More sharing options...
hereami Posted October 20, 2019 Share Posted October 20, 2019 (edited) Still, not any bug in regular sense, just leak lack of knowledge. Btw, as i understand, roombounds is a working concept, if set up properly, so it's user's duty to build'em up, if desired.Well, yes, dynamic occlusion would be great, previs is a complete bs imo, it's like a 21st century outside there... Edited October 20, 2019 by hereami Link to comment Share on other sites More sharing options...
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