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There are unwanted invisible walls in my map


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7 réponses à ce sujet

#1
Harmill

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 Hi guys, I'm building a Neverwinter Nights 2 module for a school project. I've created a few maps now, and my problem is only occuring in this one map. It's an exterior town, and I'm encountering invisible walls that prevent me accessing my entire town.

To clarify what I've tried:
- I've checked all collision meshes are there are no visible collision that should be blocking my path.
- I've doublechecked my playable space and my map is indeed large enough for the player to be able to access the entire town.
- My instructor suggested that the module was corrupt, so we attempted three things:
1. Duplicate the map. The problem continued to exist.
2. Create a new map, and copy/paste the placeables over. The problem continued to exist.
3. Create a new module. I copy/pasated the placeables over. The problem continued to exist.

I've noticed that specific placeables seem to be creating these invisible walls. I started my town over from scratch, adding the same placeables one at a time, and running around the map after each placeable to see if I could run around. It started off good, I managed to place all my buildings and the collision problem was gone. The invisible walls were not in existance on this new map. However, I began to add some more props. For instance, in the town square, I added a merchant stand, and as when I tested the map, invisible walls returned! The walls were surrounding the merchant stand, but in such a way that I couldn't even get close to it. It's clear to me that it's not the mesh's collision box, since when I turn on collision boxes, it isn't showing up where the invisible walls are.

This is really getting on my nerves, especially since this is for a school project where I must complete it to pass the course. Creating a new module didn't fix the problem, and it's going to be very annoying trying to construct maps where I have to constantly test the map for invisible walls.

So, has anyone encountered this strange problem before and what is the method for overcoming it? Thanks in advance for any help!

#2
kamal_

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post a screenshot with the walkmesh visible (there's a button for that.).

Also, too many placeables too close together can cause walkmesh problems. Convert some to environmental objects and put a walkmesh trigger around them. Then rebake.

#3
_Knightmare_

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Yup, turn on both the Walkmesh and the Baked buttons (near top left corner), that will show you the walkmesh as the games sees it after having baked the area.

Each tile has a magical limit (that nobody knows the hard number of) as to how many individual placeables it can have inside it - note that a placeable who just has the smallest amount/corner in a tile is considered "in the tile" for this. If there are too many placeables, when you look at the walkmesh as I said above, the entire tile will have a white square around it and the entire tile is not walkable. In this case, take some (or better yet most/all) of the smaller placeables that the player will not interact with and convert them to Environmental Objects (right click on the placeable and choose from the drop down list that comes up). After converting a few, try to rebake the area and see if the tile becomes walkable. If not, convert more small placeables.

As kamal noted, draw a walkmesh cutter trigger around those placeables you convert (a character can walk through an EO as if it was not there unless you draw the trigger around it). You will need to bake the area again after drawing the triggers so that it cuts out that part of the walkmesh.

#4
Dann-J

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As a general rule, a well designed area should have the barest minimum of static placeables. If you don't intend to interact with something in any way, then make it an environmental object. Not only is it kinder on your walkmesh, but the area will run much better on low-end machines (or even medium-range machines if you really go crazy with placeables). It will also drastically reduce the file size of the MOD.

Any placeables that have their own walkable areas (platforms, bridges, etc) need to be left as static placeables though. You'll probably leave most houses with functioning doors static as well (unless you want to manually position doors after making the buildings into environmental objects, which is possible but very fiddly).

I tend to use as few walkmesh cutters in outdoor areas as possible (often none at all), prefering to make existing terrain mesh triangles non-walkable instead. It's a courser approach (which isn't possible for interior tilesets), but adding walkmesh cutters increases the number of triangles in the terrain mesh. Too many walkmesh cutters too close together can also play havock with your walkable areas.

Modifié par DannJ, 25 juillet 2011 - 01:00 .


#5
Harmill

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 Is this right? I checked 'Bounding Boxes' under the Collision property. I am uploading the module on mediafire.com as well in case anyone wants to directly look at the file for themselves (it's 77MB though, so I understand if you don't want to).

imageshack.us/photo/my-images/812/invisiblewall01.png/


EDIT: OK, I turned on the 'Baked' property and found a white box that seems to right where the invisble walls are. But why is this attached to my merchant stand to begin with? I will try what you guys suggest regarding converting to Environmental Objects. Thanks for your help!

Modifié par Harmill, 25 juillet 2011 - 01:00 .


#6
kamal_

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That doesn't look weird, or even like it has too many placeables (and I know about "lots of placeables in an area..."). But you want to enable the "surface mesh", not the bounding boxes.

#7
Harmill

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Just to update you guys:

I've gone around my town and converted most placeables into environmental objects. I've added those walkmesh triggers and rebaking, and I've noticed the unwalkable tiles becoming walkable again! Thanks so much for your help, guys, this was a huge pain and roadblock for me moving forward. I really appreciate the quick responses!

#8
rjshae

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_Knightmare_ wrote...
Each tile has a magical limit (that nobody knows the hard number of) as to how many individual placeables it can have inside it - note that a placeable who just has the smallest amount/corner in a tile is considered "in the tile" for this. If there are too many placeables, when you look at the walkmesh as I said above, the entire tile will have a white square around it and the entire tile is not walkable. In this case, take some (or better yet most/all) of the smaller placeables that the player will not interact with and convert them to Environmental Objects (right click on the placeable and choose from the drop down list that comes up). After converting a few, try to rebake the area and see if the tile becomes walkable. If not, convert more small placeables.


It also seems to help when you put the placeables closer to the edges of the grid squares; possibly because the default mesh layout has more triangles near the sides than in the middle.