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15 réponses à ce sujet

#1
IAmDeathComeForThee

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Ok, I have to ask.  Why oh why is it so impossible to line up walkmeshes off placeables, in particular the BCKII hak?  I've never had much success with this and I'm hoping there is some uber hidden secret to it or perhaps an updated mod/version or something that actually works. 

What I'm trying to do is use a set of stairs, a platform, another set of stairs, and another platform.  This apparently is an impossible task getting the walkmeshes to merge as it seems to be the luck of the draw to actually even get the bottom of the stairs to properly bake to the terrain, let alone another placeable.

Is there something I'm missing?  I sure hope so because if not, that whole of that hakpack containing the walkable placeables is utterly usless. 

*frustrated*

Please help.:P

#2
Shaun the Crazy One

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Your certainly not alone in your frustration, getting stair placables to connect with anything is a huge pain in the ass.  If your in a outdoor area, the best way to do it is height lock the stair, make them an environmental object and adjust the terrain to provide the appropriate incline (see figure 1).  Same thing works with platforms, the flatten tool is your friend.

For indoor areas it's not so easy.  the way I've found that works is to make your stairs placables and your platforms environmental objects.  Use one walkmesh helper for the (platform but not the edges) and a second smaller walkmesh helper to connect the stair to the platform (see figure 2).  It takes alot of playing around with to get it to work.

Figure 1: Using terrain to control the walkmesh for the stairs
Posted Image

Figure 2: Using the walkmesh help to create stairs and platform.  The connecting walkmesh helper is sellected.
Posted Image

Modifié par Shaun the Crazy One, 21 octobre 2011 - 03:33 .


#3
IAmDeathComeForThee

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Alright well that's what I figured. It was a weak hope there was something else out there, but it's just another lame issue with the toolset itself then.

It's an exterior so I at least have the terrain, although I was hoping I wouldn't have to go that rout as it's a little less realistic and hard to create that perfect slope for the stairs, but I guess that's the only option.

Thanks for the quick reply and examples, much appreciated.

#4
PJ156

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If you are outside use a sacrificial walkmesh if the slope does not work for you or if you need to stack stair placables. With this method you can build the stairs out of anything (boxes, benches, dead bodies ... ).

Build with your walkmesh object in place as below (snake stairs).

1024x768http://img710.imageshack.us/img710/6263/dock1j.jpg[/IMG]

When you are certain the area is finished and you have baked your last bake, then delete the sacrificed object leaving its shadow in the walkmesh.

1024x768http://img189.imageshack.us/img189/6310/dock2i.jpg[/IMG]

This does not work so well in interiors for multiple levels but as you are outside this may help you.

PJ

Modifié par PJ156, 21 octobre 2011 - 01:17 .


#5
The Fred

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That's a good tactic but a damn pain if you have to re-bake the area.

I tend to find that stairs are OK and bake just fine, but when I want to connect multiple stairs, the TS gets upset. In trying to place stairs over a low wall or pile of rubble, I've had to cover one half with rocks before because it would only bake the other side properly. All sorts of nastiness like that.

#6
M. Rieder

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Sadly I have no secrets. The only solution I know of is persistance and try to keep it as simple as possible. I feel your pain. I have spent hours just getting one walkmesh right. I am now of the opinion that I do not do fancy walkmesh unless it is absolutely vital. Othewise, I spend my time on conversations or plot, which is more important, generally.

#7
c i p h e r

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You can try to view the models with the collision boxes turned on (CC2 & CC3). That might help you see how to better align the placeables.

#8
rjshae

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I wonder how hard it would be for somebody to make some more walkmesh helpers? I know there's a plane and a ramp available on the vault, but it would be extremely handy if there were a mix of different shapes (like L, Z, F, X, Y, U and T shapes, &c.) and combination planes/ramps to choose from.

#9
Alupinu

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rjshae wrote...

I wonder how hard it would be for somebody to make some more walkmesh helpers? I know there's a plane and a ramp available on the vault, but it would be extremely handy if there were a mix of different shapes (like L, Z, F, X, Y, U and T shapes, &c.) and combination planes/ramps to choose from.


No kidding, I've been barking up that tree for ages.

Too bad we can't just paint down walkmesh helpers like we paint down triggers. Posted Image

#10
Morbane

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the ramp walkmesh helper can be proportioned to accommodate stairs - i have used it to allow a walkmesh in a cave tile indoors (the corner with the pit in it variation) so that i could have sahuagins appear to be climbing out of it, the spawn point being at the bottom of the pit - it works really nice and looks good (if the player even has the view pointed in the right direction to see it) a little water and viola!

turning on the c2  collision boxes helped a ton:wizard:

Modifié par Morbane, 22 octobre 2011 - 05:26 .


#11
rjshae

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Alupinu wrote...

rjshae wrote...

I wonder how hard it would be for somebody to make some more walkmesh helpers? I know there's a plane and a ramp available on the vault, but it would be extremely handy if there were a mix of different shapes (like L, Z, F, X, Y, U and T shapes, &c.) and combination planes/ramps to choose from.


No kidding, I've been barking up that tree for ages.

Too bad we can't just paint down walkmesh helpers like we paint down triggers. Posted Image


Heh, yeah okay. :whistle:

So I wonder what would it take to create new walk meshes? Can it be managed in Blender?

Modifié par rjshae, 24 octobre 2011 - 12:56 .


#12
M. Rieder

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I just found out that if you change the thickness from 1 to 100, it can help join flat walkmeshes. It seems to help if you alternate walkmeshes of 100 and 1 thickness.

Modifié par M. Rieder, 06 novembre 2011 - 01:28 .


#13
kamal_

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M. Rieder wrote...

I just found out that if you change the thickness from 1 to 100, it can help join flat walkmeshes. It seems to help if you alternate walkmeshes of 100 and 1 thickness.

That's interesting. I'd tried making stairs with a stack of very thick walkmesh helpers. I couldn't get it to work.

#14
PJ156

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I think we are talking edge to edge rather than stepping up from one to another?

PJ

#15
M. Rieder

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Right. This is just if you are trying to make two flat walkmesh helpers joint up at the same elevation. If you want stairs, you have to download the walkmesh helper ramps from the Vault. I have used them successfully, but they do require work and are time intensive.

#16
MokahTGS

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 This information is essentially for working with BCK 1&2 of which I have extensive experience.  Positioning is crucial for walkmeshes to work and line up correctly.  It took me ages to figure this out and only by reading through the official BCK documentation, was I able to build with the set.

There are stairs that link from placeable to ground and placeable to placeable.  Mixing these up will cause your walkmesh to fail.  There is also a KNOWN BUG with BCK that saving and closeing an area will not lock a placeables orientation, and when you reopen the area, the orrientation of floors and stairs in particular will be off slightly.  This will cause the walkmesh to break on rebaking that area.

Things to do when using BCK:
  • Follow the advice given in the documentation.  It will save your sanity.
  • On baking an area that uses BCK stairs or floors, ALWAYS check each placeable (stairs & floors) orrientation and make sure that they are set to whole numbers.  Decimals will break your walkmesh.
  • Only bake when you have too.  #2 is reason enough.
Have fun building...

Modifié par MokahTGS, 09 novembre 2011 - 09:18 .