Hi All,
Not being much of an area designer, I still do not know why people use the walkmesh cutter on placeables inside an interior area.
Why not just set the placeable to "Dynamic Collisions" TRUE?
I am guessing it may be something to do with performance?
Lance.
Why Use The Walkmesh Cutter?
Débuté par
Lance Botelle
, oct. 08 2010 06:38
#1
Posté 08 octobre 2010 - 06:38
#2
Posté 08 octobre 2010 - 07:08
You can only have so many placeables per tile before it fails to bake. Changing them to environmental objects (EOs) allows you to pack much more in that same tile. Also, the way the game engine works, placeables have a higher resource overhead than EOs, so you should turn all non-interactive placeables into EOs.
EOs have no collision, even with dynamic collisions turned on, so you need the cutters to cut them out or else characters can just walk through them like they don't exist.
That all applies equally for interior and exterior areas.
EOs have no collision, even with dynamic collisions turned on, so you need the cutters to cut them out or else characters can just walk through them like they don't exist.
That all applies equally for interior and exterior areas.
Modifié par _Knightmare_, 08 octobre 2010 - 07:11 .
#3
Posté 08 octobre 2010 - 08:16
It also cleans up the walkmesh.
If you have several placeables close together with dynamic collision it can create narrow paths that the player, NPCs and creatures can wander down. That may be desirable some times but I find it look cleaner if that doesn't happen.
If you have several placeables close together with dynamic collision it can create narrow paths that the player, NPCs and creatures can wander down. That may be desirable some times but I find it look cleaner if that doesn't happen.
#4
Posté 08 octobre 2010 - 09:39
Ah!
Thank you for both of the replies. Makes perfect sense now.
Lance.
Thank you for both of the replies. Makes perfect sense now.
Lance.
#5
Posté 16 octobre 2010 - 09:58
I've found that converting everything I can into environmental objects drastically reduces the size of the .MOD file as well.





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