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Interior area tile not walkable


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10 réponses à ce sujet

#1
Kheflin Truarc

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 Hello,

Glad I could finally find you all after trying to post this for a few weeks on Bioware...it just took a little observation! :wizard:

Anyway, I have a 5x2 interior of a tavern that has one tile that is non-walkable, even though the walk mesh says it's a go. Any ideas? Is there a property somewhere that says "make this tile non-walkable?"

This has been holding me up for weeks! :(

#2
Shallina

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To much object wich count to cut the walkmesh on the square. Try to transform some of them into environement object, and use a walkmesh cutter around them. (walkmesh cutter count as 1)

#3
dunniteowl

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What Shallina said. Also, make sure that things like carpets and rugs are tagged as 'walkable'. Converting things laying on the floor, like rugs, vases and the like, to Environmental Objects means that they can now be walked right through and don't count for the walkmesh when baking.

Also, try to ensure your walkspaces are not to tight or cluttered. Pathing in Interiors can be pretty hard and the walkmesh is pretty finicky about having X amount of room with the polys it uses to determine the walkmesh. In some cases, simply moving an item a bit one way or another into a different poly or onto only a single poly (instead of covering more than one across the lines) can also help out when it comes to baking the mesh for walkable areas.

If that doesn't work, though, re-read what Shallina wrote, because there won't be anything else you can do about it other than completely remove the items causing the issue. This is especially troublesome near doorways and entry ways, where if you put something down, it may show the rest of the tile walkable, but you've got something blocking the one or two ways to actually enter that tile area.

Hope that's useful to you.

dunniteowl

#4
_Knightmare_

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With your area open in the toolset, turn on both the "Surface Mesh" and the "Baked" buttons along the top, that will show you the walkmesh as the game sees it. Does your tile's mesh look correct?

#5
rjshae

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About the only thing I have to add to the above is that it is a good idea to convert most if not all stacked placeables to environmental objects. That is, if one placeable is stacked (with the 's' key) on top of another, the stacked object should be made an environmental object. (I'm not sure why that matters, but it does seem to.) Also, I find it is usually better to put placeables near the walls and major grid lines than to scatter them throughout a grid square. The area seems more likely to successfully bake that way.

#6
Kheflin Truarc

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Excellent help from _Knightmare_ in actually "seeing" the problem! The area does not come up as baked. Now to act on the other excellent suggestions to try to fix it.

#7
Kheflin Truarc

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Okay! It was a placeables issue like Shallina suggested. Does anyone know if grouping several individual objects into one group object lower the placeables number? Tables and benches really should not be "walk-though-able"...it kind of takes away from solidness of the board.

#8
Kheflin Truarc

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Never mind. I tried it and it's a no-go. Though I guess a walkmesh cutter around them does act to solidify...it just feels cheap :( Oh, the moral price we pay to create...



Thanks everyone for your help. Finally, I can sleep again at night!

#9
rjshae

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Kheflin Truarc wrote...

Okay! It was a placeables issue like Shallina suggested. Does anyone know if grouping several individual objects into one group object lower the placeables number? Tables and benches really should not be "walk-though-able"...it kind of takes away from solidness of the board.


You can always set a non-static placeable to use dynamic collisions. That way it would be non-walkable but wouldn't count towards the bake. I'm not sure what the impact would be of having many placeables set to use dynamic collisions; probably not good. But you could always use it in selected instances.

#10
dunniteowl

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And if you do it that way, I don't know if they can automatically be destroyed or not. Perhaps you can also set it to Attackable or something like that.

dno

#11
c i p h e r

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rjshae wrote...You can always set a non-static placeable to use dynamic collisions. That way it would be non-walkable but wouldn't count towards the bake. I'm not sure what the impact would be of having many placeables set to use dynamic collisions; probably not good. But you could always use it in selected instances.

I've often wondered about this very thing! A placeable already takes up memory so presumably this doesn't add to that footprint. I hope it's just more CPU overhead, in which case it can be mitigated by increasing your processing power.