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very basic problem with walkmesh


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#1
052Hagen

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Ok, so I tried to ignore it until this point, but now I can't really progress without solving my little problem: basically, I build structures like balconies, ships and stairs and want to add a walkmesh on them, but I don't know how and I couldn't find any useful guide on this yet. Could you explain me what I have to do?

Modifié par 052Hagen, 20 septembre 2010 - 01:08 .


#2
kamalpoe

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Hi, there is a placeable called a "walkmesh helper" that will allow you to do balconies and such. Storm of Zehir added a walkable ship. There's also Heed's Walkable ships hak pack available on the vault at http://nwvault.ign.c...al.Detail&id=46



A ramp walkmesh helper is not included in the game, but there is one that can be downloaded from

http://nwvault.ign.c...al.Detail&id=27




#3
M. Rieder

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Usually balconies, stairs, and ships have their own walkmeshes.  Sometimes they work on their own.  If you haven't already tried, try shifting the placeable slightly either vertically, in rotation, or in the x and y axis. 
If this does not work, you may have to replace their walkmesh.

First you need to convert the placeable to an environmental object.  You do this by right clicking on the placeable and select "convert" from the drop down menu.  A new drop down menu will appear.  Select "convert placeable to environmental object". 

Now the placeable has become an environmental obect and should no longer have a walkmesh.  (Note, while working with the ship,large,walkeable, this trick did not work. If you want to work on that, we can deal with it later.  Let's stick to something simple for now, like stairs or a balcony.)

Next you have to use a placeable called a "walkmesh helper".  A walkmesh helper is an invisible flat object which meshes in with the walkmesh and makes the area that it covers walkable. 
You can change the shape of the plane using the scaling which you will find in the placeable properties.

Once you have achieved the proper size and shape of the placeable, set it right on the surface that you want to be able to walk on.  One thing that I do is to drop it below the surface and then slowly raise it until the green lines that outline it just barely break the surface.

Next, bake the area and check your work.  This requires patience and perseverance and you should expect to spend some time on the process.

That is how you do flat areas.  Stairs are more complicated.  You have to download custom content from the NWVault to do this.

This post will walk you through the basics.  Post again if you need more direction.
http://social.biowar...5/index/3138806

Good luck!

Modifié par M. Rieder, 20 septembre 2010 - 01:59 .


#4
052Hagen

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Thanks, both of you, I'm going to start working on this right away. About the stairs issue though, could you suggest me the custom content tool you've been working with? (as I see you went through some related trouble in your last thread)
Unfortunately I already have quite a few stairs in my module
http://img153.images...f/34064416.png/
http://img833.images...f/73730588.png/

And if I may hijack my own thread for a moment, I used Heed's Boardable Ships the last time I worked with the toolset a year ago, but now I can't get it to work (and various other hak packs, like the RWS creatures for example). Are there any easy ways to find out which packs are clashing with others? e: I'm using SoZ unpatched, might that be the reason?

Modifié par 052Hagen, 20 septembre 2010 - 11:08 .


#5
kamalpoe

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I very strongly suggest you patch :-)



In that first picture: It's a common practice to raise the ground so that it closely matches the angle of the stairs. No need for custom content if you do that.



The second picture: It's too dark in there for me to see what's going on.

#6
052Hagen

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2nd picture: Just a lot of balconies connected to each other hanging free in the air. I'd need some type of vertical walkmesh helper to make the stairs work. And thanks for the tip with the stairs in the first picture.



I haven't updated yet because autoupdater doesn't work and manually updating seems to be very annoying and time-consuming (manually installing every zip-file) :/

#7
M. Rieder

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Heed's does not work with SOZ because the .2da files are not compatible.  I have a friend who used NWN2 Packer to pull out the particular ship he wanted to use and then made his own hack by modifying the .2da to work with SOZ. 
I will echo Kamal's advice to update.  I know it is a huge hassle, but it is worth it in the end.
Here is the link to the resource I use for the ramp placeable:

http://nwvault.ign.c...al.Detail&id=27

Unfortunately, this resource also is not updated for SOZ (even though it says it is).  The .2DA has conflicts.  Here is a thread where I discuss how to fix the problem:

http://social.biowar...3/index/4768563

If you can't fix it, let me know and I'll email you the file that will fix it. 

Good luck!