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Walkmesh cutters be trippin


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6 réponses à ce sujet

#1
Jesse_the_Thief

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When I'm making walkmesh cutters if I have 20 in a room, usually 2 will go crazy upon baking. Make bizarre, irrational geometric shapes that result in jagged triangles lashing out or large squares with zig zaggin' lines around the intended circle. I'm making all the placeables with few exceptions into environmental objects, then making fairly simple shapes to encompass them. Does any one know why this is happening? I can't see any reason for the triggers to get confused. I've been redrawing them over and over until they bake right, which usually takes a couple tries, but it IS time consuming to have to throw **** at the wall and hope something sticks over and over.

#2
M. Rieder

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If you put too many walkmesh cutters in one space, it stops working. This happended to me in one area I was making and I had to cut down on the number. Try to make due with fewer walkmeshes and it should start baking properly.

#3
Jesse_the_Thief

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Sometimes this is happening with single cutters with no others even close. Redrawing it a few times usually fixes it, though with a table and chairs I was doing when I posted this I finally got fed up and used a different table. Worked first shot on the new table, which was a hexagon instead of a circle...

#4
Guest_Chaos Wielder_*

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Certain tiles are tricky to work with cutters on, It's shame, but true.

#5
M. Rieder

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Did you convert the placeable to environmental object first?

#6
Jesse_the_Thief

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Yeah, they were environmental before I made the cutters.

#7
Kaldor Silverwand

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Since characters tend to get caught up on corners, it is best to use large cutters with smooth edges, rather than putting walkmesh cutters around each individual object. This also has the effect of reducing the number of cutters in a tile, which is good. Placeables like containers can still be interacted with even when they are in a cutter as long as they are near the edge of the cutter. Objects that don't need to be interacted with should be converted to environmental. This is practical advice, but bear in mind that if you want realism then most placeables should not be environmental (rugs, pictures, curtains, and the like can be), should have dynamic collisions on, should be in the walkmesh, and should be able to be destroyed. This will require that you limit the number of items though because too many placeables in a tile messes up the walkmesh. You should also avoid having items stacked on any placeable that can be destroyed since they will end up floating if the object they are stacked on is destroyed and they are not.

Just offering some practical advice.

Regards

Modifié par Kaldor Silverwand, 26 décembre 2010 - 04:42 .