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Bridges and walkmeshes


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#1
M. Rieder

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What are some foolproof ways to put a bridge in the terrain and maintain a continuous walkmesh.  I have tried flattening, raising, lowering, smoothing, and adding a walkmesh helper and I can't get the walkmesh right on one side of the bridge.

Thanks for any help.

#2
MokahTGS

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Sometimes you need to make sure the bridge is straight...and chance you can post a screenshot of the walkmesh?

#3
Lugaid of the Red Stripes

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Use the flatten tool to set the terrain to a precise height, and then make sure your bridge placeable height is set to about 0.05m above that.

#4
MokahTGS

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Oh, and also the obvious...make sure the bridge placeable is set to "static"

#5
PJ156

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A picture would be good here.

Are we talking a real bridge (from the stock of placeables) or one you have made yourself?

PJ

#6
dunniteowl

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You know this crops up from time to time and I have to say, maybe it's that I don't monkey around too much with baking the area until I am really ready to define where players can walk or not. I take my bridge, and I set it where I want it. I then make sure that the ends of the bridge line up decently well with the terrain on both sides. I will occasionally scale the length and width of the bridge to get my proper fit (that's a damn sight easier to do than it is to painstakingly flatten, push, move and mold terrain to 'fit' the bridge.)

Then, I make sure that the area under the bridge is defined as a 'no walk' area. Then, and only then, do I bake the area. I have yet to have a bridge not be walkable on the first attempt. Now don't take this to mean that I have bridge placing chops or anything. I never placed a bridge until I had had the opportunity to read at least a few dozen "Here's how to fix your bridge alignment and walkmesh problems," posts. From all that, I derived this method of bridge setting, placing, changing the No Walk area under the bridge, then baking the area.

Bridges, by default, are set to static non walkable models. Static means that they obstruct with their walkmesh, the walkmesh underneath them on the terrain mesh. Non-Walkable means that (bass ackwards terminology IMNSHO) you cannot walk THROUGH them, as opposed to not being able to walk across them. If you set any model to Walkable, you'll be able to walk right through them as if they were not there (which might give you some cool ideas for secret passageways with one side as an illusionary wall (if not for that damn minimap inconvenience of requiring separate walls that are not adjacent to prevent the room on the other side from displaying.)

That's how I roll and you can walk the Bridges of NeverWinter County if I place them. So far, every time, first time out. Knock wood.

dunniteowl

#7
M. Rieder

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Darn it! Darn it! Darn it! I changed the bridge orientation slightly and now the side that was unwalkable is walkable, but the other side isn't.



I tried flattening the terain and placing the bridge 0.05 above that, no dice. I am going to try to make it non-walkable below.



I never had this problem before. In TWA the bridge just went in an bam! everything worked. Beginner's luck, I guess.

#8
M. Rieder

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I tried making it unwalkable below, to no avail.

Modifié par M. Rieder, 06 septembre 2010 - 05:31 .


#9
M. Rieder

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What is the easiest way to get a screenshot up here?

#10
M. Rieder

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PJ156 wrote...

A picture would be good here.

Are we talking a real bridge (from the stock of placeables) or one you have made yourself?

PJ


It's a stock one.

#11
Hellfire_RWS

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make sure the bridge isnt to close to a tile edge

make the bridge slightly longer or shorter.

#12
M. Rieder

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I'm trying to get the screenshot thing worked out....

Modifié par M. Rieder, 06 septembre 2010 - 06:15 .


#13
Hellfire_RWS

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I dont have an account there, but from what I can see part of the bridge is crossing a megatile (bright red lines). try to get the bridge entry /exit onto a single mega tile.

#14
M. Rieder

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I moved it so it wasn't crossing a megatile, but still had one side walkable and the other side not walkable.



I should have a screenshot up soon, that should help clarify what I am doing wrong.

#15
M. Rieder

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Here is a screenshot: picasaweb.google.com/112211877269079475662/Pictures  

and here: picasaweb.google.com/112211877269079475662/Pictures

and here: picasaweb.google.com/112211877269079475662/Pictures

#16
dunniteowl

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I think the best thing to do in this particular instance is this:

Pull the bridge. Rebake the terrain. Then make the area No Walk under where you'd like that bridge.

Now, once that is done, bring the bridge back into the scene, ensure that the edges of the bridge actually go fully across the terrain on both sides. Not just to the edge, make it overlap such that the mesh of the terrain where the slope is doesn't 'compete' with the walkmesh of the bridge.

Now, bake it again and see what happens. Again, be sure that the ground is against the edges of the bridge (I have even made the ground slightly higher than the bridge at the junctions and 'shoved' the bridge ends 'into' the terrain with great success.) I also have been known to use the smoothing tool to "pull" the terrain over the edges of the bridge by pulling from the ground area to the edge of the bridge repeatedly. Like making a Wax On, Wax Off action. In other words, don't sweep the motions back and forth. Pull it in one direction only again and again.

Your bridge, on the non enclosure side of the creek.river, looks like it's not fully meshing with the terrain on that side. In the first shot, you can see it at the upper left corner. It looks like it's just clipping the edge of the riverbed terrain. In shot #2, it shows at the lower left corner of the bridge. It just doesn't appear to make enough overall contact with the terrain. In shot #3, though, it really looks apparent and it looks to cut across nearly a third of the overall end surface of the bridge.

A simple scaling to make the bridge a bit longer should do you. Add maybe .2 to .3 to the overall length of the bridge and make sure that extra length gets moved onto the land away from your enclosure. *(When you change the scaling, the bridge will grow from it's centerpoint in both directions, so you'll have to adjust your bridge position. I do this before baking.)

dunniteowl

#17
M. Rieder

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Success!

Thanks DNO.  I did what you said, and at first it did not work, then I just rotated it a bit and it worked.  Thanks for the help everyone.

And since I just learned how to put pictures on the forum...

400x300http://lh3.ggpht.com/_9ocWRSkzdqs/TIVLOlOzwVI/AAAAAAAAAB0/Y-9h8Gvktz0/s1152/Fullscreen%20capture%20962010%2041206%20PM.jpg[/IMG]

Now I just have to scoot my gate over a bit and fix the redoubt and we will be set!

Again, thanks for the help.

Modifié par M. Rieder, 06 septembre 2010 - 08:16 .


#18
dunniteowl

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Always glad to see someone succeed for any reason. Glad to be of assistance.

dno

#19
Eguintir Eligard

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bridges are utter crap nobody knows how to work em. To this day my campaign has a bridge with non walkable area underneath and a WALKMESH HELPER!!! that the odd time lets the PC run UNDER the bridge to the supposedly unwalkable cavern bottom then climb up the other side. I hate it.

#20
M. Rieder

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Eguintir Eligard wrote...

bridges are utter crap nobody knows how to work em. To this day my campaign has a bridge with non walkable area underneath and a WALKMESH HELPER!!! that the odd time lets the PC run UNDER the bridge to the supposedly unwalkable cavern bottom then climb up the other side. I hate it.



I think that proper bridge placemen involves the sacrifice of a badger or similar small mammal.  If it is a custom content bridge then you need to sacrifice a young suckling pig or other young livestock of similar proportions.

Seriously, though, if you could figure out how to consistently recreate a bridge that the player could walk under and over, that would actually be pretty useful in some situations.  Probably would lose my mind trying to make it work though.

I spent 5 hours.  Yes, 5, trying to put this bridge in before it worked. 

#21
The Curt Jester

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Bridges used to be hard, but generally I can get them to work the first time now. Don't ask me how because I can't explain how. I just ... do it and it works. One tip is that if it doesn't work, just shift it ever so slightly. It's not necessarily the height either, but the positioning.



And yes, I realize that the problem was already solved, but I had to add my say here anyway. :)

#22
M. Rieder

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The Curt Jester wrote...

Bridges used to be hard, but generally I can get them to work the first time now. Don't ask me how because I can't explain how. I just ... do it and it works. One tip is that if it doesn't work, just shift it ever so slightly. It's not necessarily the height either, but the positioning.

And yes, I realize that the problem was already solved, but I had to add my say here anyway. :)


Thanks fo the imput.  I will try that next time.  When you are putting in your next bridge, if you think of anything else, feel free to post here and share, as I have lots of infrastructure to build.  Cheers.