Would it be possible to write a plugin that locks down the walkmesh in an area, so that you can tweak the terrain without altering it? Or alternatively, being able to export the current walkmesh, alter the terrain, then re-import it as it was?
There's nothing more annoying than having all your walk/non-walk work going out the window because you decide to fine-tune the terrain a bit. Or is there a way of preventing that already in the toolset that I've missed?
Locking or Saving the Walkmesh
Débuté par
Dann-J
, avril 19 2011 01:32
#1
Posté 19 avril 2011 - 01:32
#2
Posté 20 avril 2011 - 08:58
Not if you're using the walk/non-walk tool. Not that I have seen anyway. You could use a walkmesh cutter in place of the walk/non-walk tool though. You could lock the position of a walkmesh cutter trigger so it never moves.
#3
Posté 14 mai 2011 - 05:44
(Late, but hey).
Can't you just not bake it after making terrain changes? The walkmesh as used in game should only be updates once you bake, anyway. You can make wierd stuff, like "invisible bridges" like this, though it's not really intended functionality.
Another option might be to back-up whatever file corresponds to the area walkmesh, and re-import it if necessary later (you'd have to use a tool like NWPacker or, I think, work in directory mode, though).
Can't you just not bake it after making terrain changes? The walkmesh as used in game should only be updates once you bake, anyway. You can make wierd stuff, like "invisible bridges" like this, though it's not really intended functionality.
Another option might be to back-up whatever file corresponds to the area walkmesh, and re-import it if necessary later (you'd have to use a tool like NWPacker or, I think, work in directory mode, though).
#4
Posté 15 mai 2011 - 05:58
NWN Tools has the capability of merging one area's walkmesh with another's terrain, as exemplified in the DeepSnow prefab area. I was hoping someone could incoporate that into a plugin, TerraMerge, if you will.
#5
Posté 15 mai 2011 - 10:40
The Fred wrote...
Can't you just not bake it after making terrain changes?
Any changes to grass, water or textures won't show up unless you bake the area. That might work if it's just some minor terrain tweaks though (although I wonder if the changes will show up at all without baking it again).
#6
Posté 18 mai 2011 - 10:32
Anything like water or textures or grass will not show up without baking the area.DannJ wrote...
The Fred wrote...
Can't you just not bake it after making terrain changes?
Any changes to grass, water or textures won't show up unless you bake the area. That might work if it's just some minor terrain tweaks though (although I wonder if the changes will show up at all without baking it again).
#7
Posté 21 mai 2011 - 06:09
You can do this, however the UI may behave unintuitively for the game if the walkmesh doesn't really match up with the actual terrain and water mesh. Specifically, you'd want to replace the entire ASWM section of the .trn/.trx file with the ASWM section from the source that you want to copy the walkmesh from.
Note that this will only work if the source and destination .trn/.trx files have the same area width/height dimensions.
You may need to rebuild the directory header of the TRN/TRX file if the ASWM section wasn't the last one in the file, as file offsets of other sections would have shifted in such a case. The structural format of a TRN/TRX file is identical to that of the MDB file, with the directory header and section pointers identical to the "MDBHeader" and "MDBPacketKey" outlined in that document.
The TrxFileReader in NWN2DataLib, part of the NWN2 Datafile Accessor Library, completely documents the TRN/TRX/MDB file format.
Note that this will only work if the source and destination .trn/.trx files have the same area width/height dimensions.
You may need to rebuild the directory header of the TRN/TRX file if the ASWM section wasn't the last one in the file, as file offsets of other sections would have shifted in such a case. The structural format of a TRN/TRX file is identical to that of the MDB file, with the directory header and section pointers identical to the "MDBHeader" and "MDBPacketKey" outlined in that document.
The TrxFileReader in NWN2DataLib, part of the NWN2 Datafile Accessor Library, completely documents the TRN/TRX/MDB file format.
Modifié par SkywingvL, 21 mai 2011 - 06:10 .





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