This is probably a totally amateur mistake as I'm very new to the NWN2 toolset, but I can't seem to get the walk brush to work. No walk works fine, but outside of a 2x2 square in the middle of my 8x8 map I can't set to walkable and there seems to be no information on why around at all!
Any ideas?
Thanks.
Walk Brush isn't working.
Débuté par
Jhyrith
, janv. 12 2011 02:44
#1
Posté 12 janvier 2011 - 02:44
#2
Posté 12 janvier 2011 - 02:49
There is always a 2 square border around the edge that is not walkable, to prevent players from walking to the "edge of the world".
If you've already started building your area, you can change the area size by going to the properties tab for the area.
If you've already started building your area, you can change the area size by going to the properties tab for the area.
#3
Posté 12 janvier 2011 - 02:50
oh, I read that it was a one square border! Thanks a lot for your speedy reply
#4
Posté 12 janvier 2011 - 02:52
I'm very used to the NWN1 builder where you compensate for the edge of the world with hills and water
#5
Posté 12 janvier 2011 - 02:55
Just to clarify. the two square border is only for exteriors.
#6
Posté 12 janvier 2011 - 03:04
Thanks again!
#7
Posté 12 janvier 2011 - 08:12
If it is an 8x8 map, you should have a 4x4 walkable area available. Shrug.
#8
Posté 12 janvier 2011 - 08:33
Actually Rjshae, that's not the case. I was just considering making a topic on that very thing yesterday when I first saw this post. We are being lied to.
If you open the toolset and create the smallest area you can, then count the squares, you'll find that we are not getting the area that is being claimed.
I tried to rant about this once online, but it seemed to go unnoticed. In any case, the OPs issue is that they were attempting to create a walkable area where none can be had: In the unwalkable border. (Hee hee hee, and then they blamed it on the brush. classic. No offense intended, we've all made some pretty funny gaffes over time.)
dunniteowl
If you open the toolset and create the smallest area you can, then count the squares, you'll find that we are not getting the area that is being claimed.
I tried to rant about this once online, but it seemed to go unnoticed. In any case, the OPs issue is that they were attempting to create a walkable area where none can be had: In the unwalkable border. (Hee hee hee, and then they blamed it on the brush. classic. No offense intended, we've all made some pretty funny gaffes over time.)
dunniteowl
#9
Posté 12 janvier 2011 - 09:52
Actually, if you make an 8x8 area, you will have an 8x8 walkable area. The unwalkable area gets added to the area size setting you select.
It does create an area of the correct size. However, the tiles (for an exterior) are "hidden" until the area is baked at least once. Turning on the "Grid" button shows the red and black squares, but each red square is further divided up by green squares (after the bake and then turning Walkmesh on). Its these green squares that are the "tiles" of an exterior area.
So, a newly built 16x16 area (for example) shows 4 black/8 red squares in the walkable area, surrounded by 2 black/4 red squares on each side on the walkable area. With the baked walkmesh turned on, you can then see the 16x16 sized area actually has 16 green squares in the walkable section, surrounded by 8 green non-walk squares on each side of the walkable area.
No matter the size of the walkable area (even with the smallest exterior area you can make - 4x4, which does produce a 4x4 sized green square walk area), the surrounding non-walk will always be 2 black/4 red/8 green squares wide on each side on the walkable section.
It does create an area of the correct size. However, the tiles (for an exterior) are "hidden" until the area is baked at least once. Turning on the "Grid" button shows the red and black squares, but each red square is further divided up by green squares (after the bake and then turning Walkmesh on). Its these green squares that are the "tiles" of an exterior area.
So, a newly built 16x16 area (for example) shows 4 black/8 red squares in the walkable area, surrounded by 2 black/4 red squares on each side on the walkable area. With the baked walkmesh turned on, you can then see the 16x16 sized area actually has 16 green squares in the walkable section, surrounded by 8 green non-walk squares on each side of the walkable area.
No matter the size of the walkable area (even with the smallest exterior area you can make - 4x4, which does produce a 4x4 sized green square walk area), the surrounding non-walk will always be 2 black/4 red/8 green squares wide on each side on the walkable section.
Modifié par _Knightmare_, 12 janvier 2011 - 09:54 .
#10
Posté 20 janvier 2011 - 08:16
I have checked this and such is simply not the case.
dno
dno
#11
Posté 20 janvier 2011 - 09:56
dunniteowl wrote...
I have checked this and such is simply not the case.
dno
Hmm, well then, something is screwy. If its messed up on my end, its in a positive way. Here's a pic of a blank 8x8 exterior area, area baked with walkmesh turned on:
Modifié par _Knightmare_, 20 janvier 2011 - 10:03 .
#12
Posté 20 janvier 2011 - 10:22
Perhaps I am not understanding the distinction between tiles and megatiles. Hmm. Let's take it to another discussion thread so as not to completely derail this. I thought it was pretty clear, but obviously I am missing a salient point (like back in algebra -- oops, I digress) that, for want of that, I misapprehend the situation...
dno
dno





Retour en haut






