Hiya all,
I've been having some trouble getting these to work. As they also function as ceilings, I don't think they have a walkmesh. What I assume I have to do is use the Walkmesh helper to make these floors walkable. Or possibly raise the terrain to just below floor level and set the placeable as Walkable - True.
Is that correct?
Also, what is Dynamic Collision and should I mess with it?
Can you overlap walkmesh helpers?
BCK Floor - Walkmesh
Débuté par
Banshe
, août 30 2010 11:26
#1
Posté 30 août 2010 - 11:26
#2
Posté 30 août 2010 - 12:30
Beset of my recollection:
1) No walkmesh, you must use walkmesh helpers or do the lower to the terrain and match (Flatten Under Tool is good for this.)
2) Dynamic Collision is so when it is not walkable, it helps to create a pathing table and bake (no walk)) them into the terrain, probably not a great idea to mess with unless you're going to set up all your Walk/No walk for them yourself.
3) Yes you can overalap walkmesh helpers, but don't forget to scale them as well, so you don't use any more than you absolutely have to.
dno
1) No walkmesh, you must use walkmesh helpers or do the lower to the terrain and match (Flatten Under Tool is good for this.)
2) Dynamic Collision is so when it is not walkable, it helps to create a pathing table and bake (no walk)) them into the terrain, probably not a great idea to mess with unless you're going to set up all your Walk/No walk for them yourself.
3) Yes you can overalap walkmesh helpers, but don't forget to scale them as well, so you don't use any more than you absolutely have to.
dno
#3
Posté 30 août 2010 - 12:36
Thanks!
#4
Posté 30 août 2010 - 12:56
Fixed BCK II floor placeables by Cely Here
Description:
This is a fix for Nytir's spectacular BCK II placeables.
Have you ever noticed that everything floats a few inches above the Generic Floor Placeables? The problem is that the visual mesh is offset from the C2 and C3 meshes on the Z axis by about -0.0625 units. This hak pak has fixed versions of the BCK II Generic Floor Placeables!
All Floor Placeables and variations were fixed: A_Stone01, B_Stone02, C_Stone03, D_Wood01, E_Custom01, F_Custom02.
Description:
This is a fix for Nytir's spectacular BCK II placeables.
Have you ever noticed that everything floats a few inches above the Generic Floor Placeables? The problem is that the visual mesh is offset from the C2 and C3 meshes on the Z axis by about -0.0625 units. This hak pak has fixed versions of the BCK II Generic Floor Placeables!
All Floor Placeables and variations were fixed: A_Stone01, B_Stone02, C_Stone03, D_Wood01, E_Custom01, F_Custom02.
Modifié par Hellfire_RWS, 30 août 2010 - 12:58 .
#5
Posté 30 août 2010 - 04:05
My BCK version http://nwvault.ign.c...ed.Detail&id=35 Has all BCK versions, corrected UTP's and correlating corrected entries for placeables.2da to avoid numerous conflicts and moves his content to ranges he reserved, and it includes Cely's fixes as well. ( Not to mention it has hak files with no 2da files in them to prevent
#6
Posté 30 août 2010 - 04:29
even better
#7
Posté 30 août 2010 - 06:11
Thanks guys. I'm actually only using the Oriental BCK which isn't a part of BCK II. However, the ADL friendly version may be good for me but I want to make sure that their is an ERF for these and a 2da file.
On a side note, do unused blueprints slow down your performance if there are many of them?
On a side note, do unused blueprints slow down your performance if there are many of them?
#8
Posté 30 août 2010 - 08:33
painofdungeoneternal wrote...
My BCK version http://nwvault.ign.c...ed.Detail&id=35 Has all BCK versions, corrected UTP's and correlating corrected entries for placeables.2da to avoid numerous conflicts and moves his content to ranges he reserved, and it includes Cely's fixes as well. ( Not to mention it has hak files with no 2da files in them to prevent
I have just downloaded your BCK files. I had long wanted to use this tool but became spooked by the 2da posts on the vault.
I am unsure though and would appreciate some advice. I get quite antsy when it comes to modifying 2da files. I am concerned by the shifted by one issue noted on the original BCK site and I don't want to screw up my mod. This is what I think I need to do.
1. Download the hak I want to use from your site.
2. download the 2da notes.
Open up the lzma hak and attach it to the mod in the toolset having placed it in the hak folder.
Copy across my placeable 2da file from the game folder to another location.
Copy paste all the info in the text file you supply on the back end of the 2da list.
Put that new 2da file into my override (for now).
I should now be able to use the hak?
When it comes to posting the mod, combine the modified 2da into a hak for my module.
Is this correct?
PJ
Modifié par PJ156, 30 août 2010 - 08:36 .
#9
Posté 31 août 2010 - 09:35
Hmm... Still having problems with the floor. If I raise the ground to under the floor and make it "Walkable", it works.
But if I keep the floor above the ground and place a walkmesh helper on top, it doesn't work after baking. The whole surface is No Walk.
I tried again making the ground below "No Walk" then baking again. Didn't work.
I tried a third time after changing the floor to an Environmental object and then baked. The whole floor is still not walkable.
Any ideas?
But if I keep the floor above the ground and place a walkmesh helper on top, it doesn't work after baking. The whole surface is No Walk.
I tried again making the ground below "No Walk" then baking again. Didn't work.
I tried a third time after changing the floor to an Environmental object and then baked. The whole floor is still not walkable.
Any ideas?
#10
Posté 31 août 2010 - 02:18
You need a ramp walkmesh helper to go from the ground to the floor (they are used in the stairs. You could sink a set of step into the ground so that the top of the stairs matches the floor and try that. The walkmesh table does not like stepping up without a walkmesh intermediary. All the stair models, I believe, use a walkmesh ramp.
dno
dno
#11
Posté 31 août 2010 - 06:29
I don't think that is it. I had a seperate test with stairs joined to a raised floor placeable with a flat walkmesh helper. The stairs were walkable but the floor wasn't.
Also, even if you cannot get up onto the bit of raised floor, the cursor should show it as walkable.
Right?
Also, even if you cannot get up onto the bit of raised floor, the cursor should show it as walkable.
Right?
#12
Posté 31 août 2010 - 06:44
Not really, if you can not path to a walkable area, the cursor will not show it walkable.
#13
Posté 31 août 2010 - 06:45
Have you looked at the floor baked in the toolset, does it show it as walkable? Can you place a starting point on the floor and fire up the area and walk around on it?
#14
Posté 31 août 2010 - 07:13
Ok. I think that it does work now. The floor is walkable but the rest of the area is unwalkable. Which leads me to believe I should have paid more attention to DNO's post. I always thought that even if you could not get somewhere, if it was walkable, it would still show up as walkable. 
I think I probably will grab the sloped walkmesh helper from the vault.
Thanks guys.
I think I probably will grab the sloped walkmesh helper from the vault.
Thanks guys.
#15
Posté 31 août 2010 - 08:37
By the way, once you have baked the walkmesh, do you delete the walkmesh helpers?
#16
Posté 01 septembre 2010 - 03:37
I don't know. My initial thought is NO, DON'T DO IT!
Then I get this idea in my head -- maybe you can. It would certainly remain baked once it's done that way and then you could get rid of those damn red floor mats all over the place. You might give that an experimental test. It might actually be okay to do that ONCE you're COMPLETELY finished with the walkmesh!
dunniteowl
Then I get this idea in my head -- maybe you can. It would certainly remain baked once it's done that way and then you could get rid of those damn red floor mats all over the place. You might give that an experimental test. It might actually be okay to do that ONCE you're COMPLETELY finished with the walkmesh!
dunniteowl
#17
Posté 01 septembre 2010 - 04:03
You can remove them but if you ever have to rebake the area, you'll have to put them back in or you'll break your walkmesh.
#18
Posté 01 septembre 2010 - 06:40
Banshe wrote...
I think I probably will grab the sloped walkmesh helper from the vault.
Thanks guys.
Could someone post a link to the sloped walkmesh helper? I can't seem to find it
Found it... it is part of a pack here: http://nwvault.ign.c...al.Detail&id=27
Modifié par Morbane, 01 septembre 2010 - 06:48 .





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