Greetings all,
I played/developed content for NwN for years and years, but drifted away when the NwN2 came out due to the fact that a lot of the features I wanted weren't going to be available for months/years. I am finally back and digging into the toolset.
I have read many posts about the docks, and several that end up with how bridges can work smoothly. I understand how to make a single placed object walkmesh just fine (thanks Dunniteowl) but I can't seem to get two placed objects next to each other to allow a person to walk from one to the other.
I have worked with the boathouse, several docks pieces, and the balcony placeables. When I bake the area, it seems that the walkmesh deliberately creates a gap between the two placed objects no matter how I line them up. This gap happens even when I use one of the walkmesh helpers.
Does anyone know how to allow to placed objects to work together so you can walk over them smoothly?
Many thanks.
Adjacent Placeable Walkmesh
Débuté par
DragonTayl
, nov. 28 2010 08:52
#1
Posté 28 novembre 2010 - 08:52
#2
Posté 30 novembre 2010 - 03:57
Hey,
This is probably one of the more frustrating and difficult parts of the NWN2 toolset. I have posted several threads on this which you can look at. I'll try to summarize here.
1) Bridges.
I have the best success when I put the bridge where I want it, then use the raise terrain tool to raise the bridge to the height I want. When you use the raise terrain tool under the bridge, it will raise the bridge along with the terrain. For some reason, this works better than just raising the bridge the normal way.
Cipher told me that if the bridge crosses a mega-tile border (red border, I think) that it causes walkmesh problems.
2) Docks.
This is difficult, as you already know. One technique is to make the dock pieces walkable and then raise the terrain under them to the desired height. That works in most cases. When transitioning from the ground to a pier on the water, you just have to make fine adjustments to the walkmesh until you get it.
3) Balconies
I have limited experience here, but one technique I have used for some balconies is to use Zorathrusta's walkmesh helper from the vault. There is a flat one and a ramp one. The ramp one can be very useful for patching up the walkmesh. If you decide to use these helpers, check my thread in custom content because you need to have an updated "placeables.2da" file in your override directory for them to work properly. If you have no experience with .2da files, I will be happy to send you a copy of the one I use.
Best of luck!
This is probably one of the more frustrating and difficult parts of the NWN2 toolset. I have posted several threads on this which you can look at. I'll try to summarize here.
1) Bridges.
I have the best success when I put the bridge where I want it, then use the raise terrain tool to raise the bridge to the height I want. When you use the raise terrain tool under the bridge, it will raise the bridge along with the terrain. For some reason, this works better than just raising the bridge the normal way.
Cipher told me that if the bridge crosses a mega-tile border (red border, I think) that it causes walkmesh problems.
2) Docks.
This is difficult, as you already know. One technique is to make the dock pieces walkable and then raise the terrain under them to the desired height. That works in most cases. When transitioning from the ground to a pier on the water, you just have to make fine adjustments to the walkmesh until you get it.
3) Balconies
I have limited experience here, but one technique I have used for some balconies is to use Zorathrusta's walkmesh helper from the vault. There is a flat one and a ramp one. The ramp one can be very useful for patching up the walkmesh. If you decide to use these helpers, check my thread in custom content because you need to have an updated "placeables.2da" file in your override directory for them to work properly. If you have no experience with .2da files, I will be happy to send you a copy of the one I use.
Best of luck!
#3
Posté 30 novembre 2010 - 06:01
Walkmesh is #1 on my list of things wrong with NWN2. It can be quite frustrating at times, but for the most part, you can make things work if you tweak and learn how each piece bakes. Docks do not work well together, so in your area planning it's best to use docks as one piece and build the area around how they are already setup. There are a couple dock pieces that are quite large and make for good waterfronts.
There is also the option of using BCK content from the vault, which gives you a lot of options for floors that can be stitched together. Using these placeable floors you can make quite complex dock systems.
Welcome to NWN2 building, BTW!
There is also the option of using BCK content from the vault, which gives you a lot of options for floors that can be stitched together. Using these placeable floors you can make quite complex dock systems.
Welcome to NWN2 building, BTW!
#4
Posté 01 décembre 2010 - 02:02
I've seen it done but it's something that requires a lot of trial and error. It takes far more patience than I posses at least.
One trick you can try is to convert the docks to environmental objects, then place down walkmesh helpers to create a walkable plane. I've had mixed results with this, depending on what part of the dock I've needed to align with the walkable area. It's not a practical option for curved docks though.
Good luck!
One trick you can try is to convert the docks to environmental objects, then place down walkmesh helpers to create a walkable plane. I've had mixed results with this, depending on what part of the dock I've needed to align with the walkable area. It's not a practical option for curved docks though.
Good luck!
#5
Posté 01 décembre 2010 - 02:10
ç i p h é r wrote...
It's not a practical option for curved docks though.
It can be if you use walkmesh cutter triggers and draw them in. Even if the cut area is underwater or whatever, characters still can't cross it. A trigger doesn't care if you pass way above it, only that you break the plane of its edge. So, if you wanted you could scale one huge Mesh Helper big enough to cover your whole dock system and cut along its edges, leaving all the dock placeables themselves as environmental objects.
#6
Guest_Chaos Wielder_*
Posté 01 décembre 2010 - 02:40
Guest_Chaos Wielder_*
With walkmeshes, it is a matter of trial and error. I have several docks, for instance, that are linked together via walkmesh helpers, but it took *so* long. I'm not proud of it, to be honest.
That said, it is possible if you put in the effort.
That said, it is possible if you put in the effort.
#7
Posté 01 décembre 2010 - 10:56
Wouldn't it have been nice if the toolset came with a SNAP option that would bind objects properly for walkmesh creation along their combined surface? Yeah, I guess I can dream.
#8
Posté 01 décembre 2010 - 11:22
Yes, amongst a few other cool little features I would have liked to have at the outset, like a Toolset Area Touring Dummy, that allows you to walk around your areas while you're building and have the camera controls center on it. Also some other brushes, and quick terrain tools, like a Cliff Tool, Volcano/Crater tool, Road makers and Fence, Wall, Docks, Balconies, Building Snap as you describe.
Things would have been SOOOOO much nicer from the start.
dno
Things would have been SOOOOO much nicer from the start.
dno
#9
Posté 02 décembre 2010 - 08:33
Thanks everyone. I think I'm going to go with the "don't fight the darned tooleset" mantra I had with NwN1. When I stopped fighting the tiles and figured out how it all worked, I really liked the results. In this case it's going with the frequent advice: use only one dock piece. Even if my "dream setup" was different, it can still look very cool if I'm not *stuck* on certain details. Yeah, sometimes the OCD of us content developers... sheesh.
Anyway, thanks also for the other ideas, I may do the raised earth concept if I have something tricky, but for the most part you can write the impossible stuff out of the storyline if you're clever and flexible.
Anyway, thanks also for the other ideas, I may do the raised earth concept if I have something tricky, but for the most part you can write the impossible stuff out of the storyline if you're clever and flexible.





Retour en haut






