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area baking question


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8 réponses à ce sujet

#1
dickel

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Ok i'm pretty much familiar with most aspects of area building, but I still have a question i'm not sure about.

section a) I've recently gotten some prefab areas from the vault, and i noticed in some of them, that whoever built them appears to have placed down placeables and then down a bake of the area. They have then converted the majority of those placeables to enviornmental objects before exporting the area to the vault? Is this a rookie way to build or is it a tip I didn't know about?

I have personally never done it this way. I usually just build using the walkmesh cutter placed around objects that are enviormental. The only issue in doing it this way, is if players don't like the isometric view then sometimes the camera can move behind the enviornmental objects.

Is the above way (section a)  the way that the builders of the OC did their areas?
Cause I also noticed in the OC that you never get the camera falling back through enviornmental objects (or very rarely anyway)
I haven't tested it, but I presume that by doing it the way mentioned up top, the camera wouldnt fall back through those objects cause the game 'thinks' they're not enviornmental objects, even though they are. Also, by having them environmental this way, would it not also be using up less resources for the game to run better?

If anyone knows about this or could clarify, that'd be ace.
:wizard:

Modifié par dickel, 14 mars 2011 - 10:43 .


#2
Lugaid of the Red Stripes

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I'm pretty sure the game uses the collision data (c2/c3) to restrict the camera, not the baked walkmesh. I'll have to look back at the OC areas to see what kind of strategy and guidelines they used, but generally I think big things like buildings stay as placeables, and the small stuff gets converted to environmental objects, more to spare the baking process than anything else.
The OC was probably built with some strict guideline for the camera, like always having at least 20m between buildings for the camera to move, and no EO's that would likely obstruct the camera. Community modders always like to push the limits, with narrow alleyways and dense forests, and don't have a boss holding them back, so that's why the OC camera might seem a bit better behaved.

#3
M. Rieder

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I alway put cutters around my environmental objects.

#4
dickel

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Ok just did a quick test. To see the effects of my question on the camera. Seems that even if an area is baked with an object as non-EO, and you switch the object to EO after the baking process - the object is still considered EO and the camera falls through it.

Placed 3 rock face placeables.
1. generic placeable unaltered (not EO)
2. An environmental rock face (switched to EO AFTER the baking process)
3. An enviornmental object rock face with walkmesh cutter around it.

Number 1 obviously stops the camera moving through the objects as we all know.
Number 2 the camera drops through the placeable even though it was baked as a non-enviornmental object and later converted to EO.
Number 3 obviously allows the camera to fall back through the object, as we all knew.


So I guess my next question is. Is there anything in the toolset that can be placed down to stop cameras passing through them? Like some sort of invisible wall?

#5
Lugaid of the Red Stripes

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If I'm right and the camera uses the collision data to restrict its movement, then the collision boxes should work.

#6
Shaughn78

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Unrelated to the camera, but...
I would suggest using the walkmesh cutter opposed to baking then converting. If you are required to rebake late you'll have a bunch of work ahead of yourself. Also if you have placeables group together you can create weird walk paths that NPCs will try to take and will get stuck in these narrow or incomplete paths between placeables. Walkmesh cutters just make a clearner final product.

#7
M. Rieder

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I know that trees have a box in their properties tag that allows you to select whether they fade or not. Do environmental objects have that? I can't remember.

#8
BigfootNZ

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dickel wrote...
So I guess my next question is. Is there anything in the toolset that can be placed down to stop cameras passing through them? Like some sort of invisible wall?


There is a series of placeables that are invisible that are used to alter the walkmesh for things like bridges and the like, ive forgotten what they are called but they are invisible and should do what your asking Although you will want to make sure they arent baked but are set as placeables not environmental objects... so yo'll have to switch them around everythime you bake.

I think they have collision boxs, easiest way is to set the areas viewport to show c2 and c3 meshs... not sure which ones which...

#9
Shaughn78

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Instead of switching them back and forth why not set them to non-static, non-useable with a dynamic collision. Baking won't make a spot nonwalkable where a non-static placeable is, only where a static placeable is.

Modifié par Shaughn78, 23 mars 2011 - 12:26 .