Ok so I'm trying to make an assembly hall with two levels of raised floor. For the floor I placed a bunch of stone blocks together, made them enviormental objects and then put a scaled up walkmesh helper on top. Baked and throw a few creatures on top to test. Worked fine. Next I added stairs to allow acess to the raised level (the stone stairs ref=plc_mc_stairs) I lined up the stairs with the walkmesh helper but can't seem to get the walkmesh to connect.
I wondering in general how the walkmesh helper works. Is there a way to ajust the orientation? It's grayed out right now. Can I make the stairs themselves an enviormental object and just make step with walkmesh helpers? Any sugestions on how to do this?
The walkmesh helper
Débuté par
Shaun the Crazy One
, juil. 10 2011 10:43
#1
Posté 10 juillet 2011 - 10:43
#2
Posté 10 juillet 2011 - 11:18
I tried a stairway made from walkmesh helpers. It didn't seem to work. There is the ramp helper. Sometimes a little jiggle of the walkmesh helper will get things to bake properly, try moving it slightly.
#3
Posté 10 juillet 2011 - 11:20
It takes A LOT of work to get the walkmesh helper to match up to other walkmeshes. I have literally spent hours on this. The best advice I have is to go to view,->options->graphics-> and set Display C2 to true. This will let you see the invisible walkmesh helper and help you give it that extra nudge it needs.
You will be able to do it, but it will take time.
You will be able to do it, but it will take time.
#4
Posté 11 juillet 2011 - 02:38
Well It wasn't easy but I got the first raised level to work with stairs. Make small ajustments to get them to line up just as you guys said. Attempting to add a second raised level just broke the walk-mesh in the places I put it. I tried adding some of the balcony placeables, but the problem with these is that they override walkmesh helpers. I presently havethe balconies as environmental objects on top of my raised platform with walkmesh helpers to make the bulk of the balcony walkable. You can't actually go up the balcony stairs but you can place people on the balcony. It's not perfect but it will suffice.
Thanks for for the help you two. I really wish there was a better way to do this but at least I got something working. Thanks again.
Thanks for for the help you two. I really wish there was a better way to do this but at least I got something working. Thanks again.
#5
Posté 11 juillet 2011 - 06:20
You may also want to explore the "sacrificial walkmesh" idea. PJ156 uses this quite effectively. You may want to talk to him about it since I've never used it.
#6
Posté 12 juillet 2011 - 09:25
The set of stairs you are using are just plain nasty to bake. Use the snake stir and then delete them when you have finished the area. Then line up the steps you do want beneath the baked walkmesh to get the effect you want and make them environmental. Dont bake again after that.
You could also do the same with a balcony. Model your raised area in env placables then put a balcony placeble over the top. Bake then delete the balcony you have its walkmesh but not the placeable.
You can make steps out of helpers but it is fiddly and you have a limit to the step size. I have baked it at around 0.3 m IIRC after that you don't get a step in the mesh. I have only ever done a single step as well.
Can you post a picture of what you are doing. I can have a fiddle in the toolset. I like getting these things to work.
PJ
You could also do the same with a balcony. Model your raised area in env placables then put a balcony placeble over the top. Bake then delete the balcony you have its walkmesh but not the placeable.
You can make steps out of helpers but it is fiddly and you have a limit to the step size. I have baked it at around 0.3 m IIRC after that you don't get a step in the mesh. I have only ever done a single step as well.
Can you post a picture of what you are doing. I can have a fiddle in the toolset. I like getting these things to work.
PJ
#7
Posté 12 juillet 2011 - 09:59
More interesting than npc convos so I had a play and made this custom balcony. I use stone balcony 1 with a 1.5 height. I will try a second balcony level tomorrow night and see if i can join the two. Never tried that.
800x450http://img808.imageshack.us/img808/5621/balconys.jpg[/IMG]
PJ
800x450http://img808.imageshack.us/img808/5621/balconys.jpg[/IMG]
PJ
#8
Posté 13 juillet 2011 - 01:30
Ok so here's what I got. This is for the dwarven assembly hall for the community project btw.
The fist pic is of the north balcony. The first set of stairs is part of the tileset. The second set of stairs are the stone stairs ref=plc_mc_stairs, that lead onto a platform made of stone blocks. The walk mesh for the stairs and platform are fine as you can see. I then put balconies on top of the raised platform. The problem with this was that balconies override walkmesh helpers. I ended up making the balconies environmental objects. I tries putting stone steps over the balcony steps but in most cases this cased the entire section not to back, and even so I couldn't get it to connect with the walkmesh helper I used for the balcony's platform.
Right now you can go up onto the stone platform, but not the balconies on the platform. I can still place creatures on the balconies though. I was thinking of placing dwarves on the balconies and guards in front of the unwalkable stairs so it would look like it was the guard blocking the player, which works. I would rather have a solid walkmesh though.

The next two pics are of the east and west balconies. These I just assembled by putting a bunch of balcony placeables together. Again the issue is that you just can't elevate balconies and still back them as placeables.

notice how here I have the elevated balconies as environmental objects. I cut out the stairs with the walkmesh cutter and used a walkmesh helper on the balcony platform. Basically same result as before Stairs aren't walkable but you can place guys on it.

Any suggestions on setting up multi-layer platforms would be nice, though to be honest, with the amount of time I spent on this, I think what I have will suffice.
The fist pic is of the north balcony. The first set of stairs is part of the tileset. The second set of stairs are the stone stairs ref=plc_mc_stairs, that lead onto a platform made of stone blocks. The walk mesh for the stairs and platform are fine as you can see. I then put balconies on top of the raised platform. The problem with this was that balconies override walkmesh helpers. I ended up making the balconies environmental objects. I tries putting stone steps over the balcony steps but in most cases this cased the entire section not to back, and even so I couldn't get it to connect with the walkmesh helper I used for the balcony's platform.
Right now you can go up onto the stone platform, but not the balconies on the platform. I can still place creatures on the balconies though. I was thinking of placing dwarves on the balconies and guards in front of the unwalkable stairs so it would look like it was the guard blocking the player, which works. I would rather have a solid walkmesh though.

The next two pics are of the east and west balconies. These I just assembled by putting a bunch of balcony placeables together. Again the issue is that you just can't elevate balconies and still back them as placeables.

notice how here I have the elevated balconies as environmental objects. I cut out the stairs with the walkmesh cutter and used a walkmesh helper on the balcony platform. Basically same result as before Stairs aren't walkable but you can place guys on it.

Any suggestions on setting up multi-layer platforms would be nice, though to be honest, with the amount of time I spent on this, I think what I have will suffice.
#9
Posté 13 juillet 2011 - 06:43
You can nest them though as the walkmesh does not go to the footprint of the balcony.
So have the upper balcony have a different set of access steps from the lower.
I've done so accessed by ladders as well as some nested ones I will post pics tonight. You are restricted by the very low numbers of stone balconies though. A custom biult one would be better and quicker.
So have the upper balcony have a different set of access steps from the lower.
I've done so accessed by ladders as well as some nested ones I will post pics tonight. You are restricted by the very low numbers of stone balconies though. A custom biult one would be better and quicker.
#10
Posté 13 juillet 2011 - 09:10
The balconies are one placeable that I wish the community would fix so that they can be stacked. The walkmesh has settings on the model that need to be adjusted to use them like you want.
Currently, using BCK is the only way to get 2 level balconies, and even that is a bit fiddly.
Currently, using BCK is the only way to get 2 level balconies, and even that is a bit fiddly.
#11
Posté 13 juillet 2011 - 09:15
Hmmm ... I am having problems myself now 
My trusty snake stairs have let me down for the first time. Need to find out why ...
PJ
My trusty snake stairs have let me down for the first time. Need to find out why ...
PJ
Modifié par PJ156, 13 juillet 2011 - 09:34 .
#12
Posté 13 juillet 2011 - 10:08
PJ156 wrote...
Hmmm ... I am having problems myself now
My trusty snake stairs have let me down for the first time. Need to find out why ...
PJ
Yup it seems the gods of baking are no longer smiling upon me.
Last night just about everything I tried baked:
875x693http://img824.imageshack.us/img824/8152/balcony4l.jpg[/IMG]
Tonight nothing wants to play. Ho Hum perhaps tomorrow
PJ





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