JcHARP Posted March 4, 2013 Share Posted March 4, 2013 I am using a 32 grid and the pieces of the caves overlap. I can't seem to get them to fit right, is this a known problem or is something wrong? Link to comment Share on other sites More sharing options...
TrickyVein Posted March 4, 2013 Share Posted March 4, 2013 Many of the modular kits included in the .bsa for New Vegas are incomplete which can be frustrating for world builders. The cave pieces should all fit together. Try using a smaller grid size (16) and align them strictly N-S, E-W. Make sure you are using the coordinate system you want to be by checking in the render window properties. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted March 5, 2013 Share Posted March 5, 2013 Most of the larger dungeon kits line up more easily on a larger grid. For things like the Utility kit I use 128 as my start and work down from there. The wasteland housing kits work at 64 or 32. Some things, like the caves and other very large pieces, work better at 256 or 512, depending on the size of the room parts you're working with. Also of note, for some reason most of the vanilla cells are not lined up according to the grid. I assume it's some difference introduced when the devs merge all their files, or in some conversion process somewhere. But if you're working with a duplicated vanilla cell, and want to work on the grid, you'll have to align the whole cell again and then work on it. Link to comment Share on other sites More sharing options...
TrickyVein Posted March 5, 2013 Share Posted March 5, 2013 The coordinate system, or grid system can be reoriented with respect to the rotation and position of a selected reference. Just go to the render properties and under the 'movement' tab, hit the 'select snap reference' button and choose which reference you want to use. Link to comment Share on other sites More sharing options...
Recommended Posts