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Interesting discovery about PWK's


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#51
NWN_baba yaga

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i once tried to spawn in a plc with a wok to prefent my npc from moving and get rid of it by removing it. in the end we have a limited engine that works as supposed and sometimes not....

#52
henesua

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Hmmm... all of this has reminded me of some PnP spells that make walls: Ice, Iron, Stone, Force etc... Has anyone made placeables specifically for these?

#53
Bannor Bloodfist

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Frith5 wrote...

So, Banner, would this technique be suitable for use in confined areas that would help with placement and with creatures/PCs going through a gap? For example, a pit trap placed in a hallway. The corridor walls would still stop movement, or would they not?

JFK


If you mean the tile replacement that OTR is showing, Yes, it likely would.  BUT your pit tile would have to exactly match the tiles on all four sides... not an easy thing to do.  If Baba_Yaga can explain how he is creating holes in the underlying tile's wok by using a placeable, that would make it much easier as you could place a smaller placeable directly into the center of your hallway/corridor etc.

It would be much easier to create the actual tile with the pit in place, then use a placeable to fill the pit when not needed or pit filled etc... that placeable can be a scripted function call tied to whatever triggers you want in game, where a complete replacement tile won't be according to what OTR is saying.

Sort of a mix of options there I think.

Having a single placeable pit that exactly matches the corridor widths of different tilesets would require multiple versions for each tilset that has different sized walls, corridors etc.  Most of them do NOT use the exact same spacing etc.  Most are close, but they all look different too, so putting an invisible placeable tile on the exact center (which IS a requirement for this to work) of any given corridor/hallway, would require the builder to create said hallway/corridor of at least 3 tiles in one direction and have nothing on the sides of those tiles for the replacment to not interferre.

Again, I am not seeing a heck of a lot of use for this, it would be much easier to just use an updated .set file with the groups added in...than it would be to go through the effort of creating a hidden wok to overlay a specific set of tiles... the downside to the placeable idea is that the builder MUST align the placeable at exact tile center, where if you use an actual tile, you already have that accomplished, and don't have to worry about accidentally stacking the placeable on top of something else, or possibly overriding the outside edges of a tile.

It is rare, but having tiles that have gaps in the wok geometry can cause all sorts of headaches.  As I mentioned above, you can end up with your player walking/falling though the wok and being under the actual tileset / area.  What is visible under a tileset might surprise you.  The other thing that happens is when the player/npc pop above the tileset in general and appear to be walking on air.  So misaligning the placeable objects wok with the center of the tile, so that it actually overlaps the tile's edges, can cause those problems.

#54
Bannor Bloodfist

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NWN_baba yaga wrote...

i once tried to spawn in a plc with a wok to prefent my npc from moving and get rid of it by removing it. in the end we have a limited engine that works as supposed and sometimes not....


ummm... you can accomplish this with standard placeables that have a suitable pwk anyway.  And as long as your placeables are indestructable, the pc can get stuck. You can then destroy those placeables via whaterver trigger/scripting you want, so I am not sure what having a wok would actually help you with here?

#55
henesua

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Bannor,
I think if you built a tileset with some placeables at the same time this could be very useful. I'm thinking about the bridge in Wyvern Crown of Cormyr for example.

I'd like to see a remake of classic Dungeon with actual pits in the tileset that can drop you to a lower level, and then make placeables that hide the pits.

You could also make portions of a tileset destroyable. The bridge of Khazadun for example.

This placeable wok mesh has many potentials if the placeables are made for a specific tileset.

#56
Bannor Bloodfist

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henesua wrote...

Bannor,
I think if you built a tileset with some placeables at the same time this could be very useful. I'm thinking about the bridge in Wyvern Crown of Cormyr for example.

I'd like to see a remake of classic Dungeon with actual pits in the tileset that can drop you to a lower level, and then make placeables that hide the pits.

You could also make portions of a tileset destroyable. The bridge of Khazadun for example.

This placeable wok mesh has many potentials if the placeables are made for a specific tileset.


Most of that can be accomplished with what is already out there.  You can have a pit tile that you place a trigger inside, and cover it with a standard, non-pwk style carpet for example... you step over the hole, down you go, hit the trigger and do whatever...

You can fill that hole with a walkable placeable as well, and then destroy that placeable with scripting or triggers whatever.  I don't know of any tilesets that have been setup that way, or any placeables designed for that purpose... In WCoC, the walkable bridge was part of the tile's wok, and would be walkable even with the placeable stone not being visible or properly raised into place... IE, if you character jumped over the stones that blocked the pathway, AND if they landed on the narrow bridge section, they could walk right across.

Anyway, most of what people think are needed can already be accomplished without creating a custom placeable with a wok attached.  You just need the underlying tile to have the proper walkable surface, and your placeable to be setup correctly etc...  there really is nothing new to those ideas.

In WCoC, more specifically the TNO (Castle Exterior Rural) tileset there is the gate group that has two versions, one with gate being usable, the other with the walkway above the gate being useable.  Likely, you could use the gateway walkable version, and put a hidden placeable inside it to provide walkable space obove the doorway... the issue is getting that placeable to A) not cross a tile boundry, and B) be properly placed/located.  I would have to check that gateway though to verify how it was created, I can't remember if the doorway was across two tile edges or not... although I think it is, which means the placeable idea would only work if you placed TWO of them side by side without crossing the border.  Destroy those when the door opens, and put them back when the door closes... danger here would be if there was an npc on top when you destroy the placeable... that npc or character, would fall through the still visible floor, and end up on ground level where the door is located.

#57
Lord Sullivan

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Well just retested this whole Placeable+WOK idea. Well my results were as I had found in the past.

- Yes you can indeed create a Placeable with a WOK, however it must have a full walkmesh as
a tile and must be position in the position of a tile for it to work properly. My test showed the
game ran smooth, but this is a test done on a home single player module... not a PW.

- As I thought, it is pointless to do this. Why? because the placeable must be added at design
time in the toolset and set to "Static". You can't destroy it because it is "Static". You can't
dynamically create it because while it does get created, it ends up being treated as a none
static placeable and the engine totaly ignores the placeable's WOK.

As for the PWK Topic...
--------------------------------
-I still haven't successfully created a walkable placeable (i.e. Placeable Stairs) as Banner
suggested... if fact, I've alwasy new that a placeable's PWK cannot be made to be "walkable".
So Banner, if you care to elaborate on that please?

Modifié par Lord Sullivan, 24 novembre 2011 - 05:25 .


#58
WebShaman

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henesua wrote...

Hmmm... all of this has reminded me of some PnP spells that make walls: Ice, Iron, Stone, Force etc... Has anyone made placeables specifically for these?


The PRC does this, but I do not know if they are using custom placeables to do it.

#59
henesua

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the spells are easy, but custom placeables would make the wall spells shine.

#60
The Amethyst Dragon

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henesua wrote...

the spells are easy, but custom placeables would make the wall spells shine.

I've made custom placeables for these spells in my PW (mine aren't solid and they intentionally just block movement, so PCs can still fire spells/missiles through them), but anyone could use some of the wall placeables included in CEP...you'd just want to make new blueprints so that the spells can call them up via script.  I know they've got ice, stone, and force wall placeable models in there.

#61
Rolo Kipp

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<reaching for some more...>

Bannor Bloodfist wrote...
Anyway, most of what people think are needed can already be accomplished without creating a custom placeable with a wok attached.  You just need the underlying tile to have the proper walkable surface, and your placeable to be setup correctly etc...  there really is nothing new to those ideas.

I see that now, though I'm still very interested in exploring every last "trick" available to us :-) The point with walkable placeables would be to have the *tile* walkmesh at the lowest common point (since we can't make *dynamic* changes to the wok) and use the placeables to raise the walkable surface. For a drawbridge, for example, the wok would be underneath (leading to the secret entrance only the ancient mentor of the prince knows) but would normally be raised to the drawbridge level by a walkable placeable... unless the drawbridge was up...

On of the points that intrigues me (along the same line as "people never look *up*") is that we, as players, *know* you can't walk under something you can walk over... I'd like to make that a little less... *certain* ;-)

In WCoC, more specifically the TNO (Castle Exterior Rural) tileset there is the gate group that has two versions, one with gate being usable, the other with the walkway above the gate being useable.  Likely, you could use the gateway walkable version, and put a hidden placeable inside it to provide walkable space obove the doorway... the issue is getting that placeable to A) not cross a tile boundry, and B) be properly placed/located.  I would have to check that gateway though to verify how it was created, I can't remember if the doorway was across two tile edges or not... although I think it is, which means the placeable idea would only work if you placed TWO of them side by side without crossing the border.  Destroy those when the door opens, and put them back when the door closes... danger here would be if there was an npc on top when you destroy the placeable... that npc or character, would fall through the still visible floor, and end up on ground level where the door is located.

So you'd have to monitor/modify the position of creatures above the gate... Well, few things worthwhile are *easy* :-)

As an aside, I'm getting a *lot* out of this discussion :-) Thank you all!

<...tricks and traps>

#62
Rolo Kipp

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<trying his best to....>

Lord Sullivan wrote...
- As I thought, it is pointless to do this. Why? because the placeable must be added at design
time in the toolset and set to "Static". You can't destroy it because it is "Static". You can't
dynamically create it because while it does get created, it ends up being treated as a none
static placeable and the engine totaly ignores the placeable's WOK.

Oh, drat. That's the deal killer, then. If it's not something to give us a handle *in game*, then you are of course right. Better to just custom craft my tilesets...

As for the PWK Topic...
-I still haven't successfully created a walkable placeable (i.e. Placeable Stairs) as Banner
suggested... if fact, I've alwasy new that a placeable's PWK cannot be made to be "walkable".
So Banner, if you care to elaborate on that please?

<perks up>
+1!
<+1, me too>

<...not pout>

#63
henesua

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The Amethyst Dragon wrote...

I've made custom placeables for these spells in my PW (mine aren't solid and they intentionally just block movement, so PCs can still fire spells/missiles through them), but anyone could use some of the wall placeables included in CEP...you'd just want to make new blueprints so that the spells can call them up via script.  I know they've got ice, stone, and force wall placeable models in there. 


I could take a look, but I am CEP averse. I doubt they did what I would with the placeables.

I would make custom placeables that would block movement and targeting, and be sized perfectly to be used modularly. The ice dome of wall of ice for example could be made of a wedge section of the dome. Think of a dome made of eight (or four) wedges. Each of the wedges can be targeted and damaged. Each ice wedge would have an animated state that includes a hole (simulating damage and a point of entry).

I'd need the placeables to experiment with the spell in various tilesets (to ensure that non-flat wok meshes wouldn't mess up the spell). But I think the idea has merit. And this could also be tried as a combination of invisible placeables (which handle the targeting, blocking side of this) and a new set of custom VFX.

Anyway...

#64
FunkySwerve

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Bannor Bloodfist wrote...

Now where does that differ from your statements?  It points out exactly the charge that YOU are not reading the entire thread before posting and making accusations AND assumptions on a subjest that you just stated above you actually agree with?

Get your act together please.

There's no need to get snarky. I think it's perfectly clear from my posts (and that of OTR, whom I was agreeing with) how that differs. If you want to accuse me (and by extension, OTR) of not reading your posts, you're going to have to be a little more specific.

Funky

Modifié par FunkySwerve, 25 novembre 2011 - 05:28 .


#65
FunkySwerve

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Pstemarie wrote...
I would say I have to disagree with Funky about expecting a placeable to become nonwalkable if I drop its Z-axis below the tile plane. No matter how far below the tile plane I drop a placeable, I'd expect something like a wall to still serve as a blocker. If I wanted something walkable, I'd just copy the mdl, kill the pwk, and add it in a hak.


I think we basically are in agreement. Walls and boulders are the two things I would generally except from that expectation. But then, I don't think I've ever dropped a wall below z.

Funky

Modifié par FunkySwerve, 25 novembre 2011 - 05:32 .


#66
s e n

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if you ever didnt you're not hardcore :P

#67
NWN_baba yaga

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s e n wrote...

if you ever didnt you're not hardcore :P


<3