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Another custom walkmesh question.


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#1
IAmDeathComeForThee

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Is there a certain amount of polygons per tile you can't exceed on walkmeshes?   I have this staircase in the below pic which fits into one tile, and it's walkmesh has 231 polygones.

However, when i bake it into the toolset, the tile it's situated in goes completely unwalkable, like it does when you have too many placeables inside/close together.  I'm guess this is due to too many polygons, but perhaps there's something else I'm doing wrong...

Here's a pic of the model and it's walkmesh.
http://img829.images...ralwalkmesh.jpg

thanks.

Modifié par IAmDeathComeForThee, 31 janvier 2012 - 07:36 .


#2
IAmDeathComeForThee

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I think I just need to redo the mesh using way less poly's.

#3
-Semper-

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it's definitely not because of the tri count. vanilla walkmeshes have a far higher amount and work without problems too. you tried to reexport the mesh and double checked the flags?

#4
IAmDeathComeForThee

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Well all seems well as far as flags go.  here's what I have in User Defined properties:
UIFlag = None
trans = 0
alphablend = 0
addblend = 0
type = walk


I've tried re-exporting the mesh several times already to no avail.

You can see in the pic below, it bakes fine on the edge of another tile, but the tile containing the majority of the mesh completely blanks it out.  If I place it right in the center of two tiles, it bakes completely fine.  But this is no good as it need to be in the center of an indoor tile...  That's why I figured it was too much geomety, as that's the same effect you get from too many placeables too close together...

http://img109.images...stairsbaked.jpg :pinched:

Not really sure what to do from here.  Is there something else I could have selected/not-selected that doesn't show up in the object properties?

Modifié par IAmDeathComeForThee, 31 janvier 2012 - 11:52 .


#5
kamal_

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Wait for HF to poke his head in here.

#6
IAmDeathComeForThee

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Weill, I don't know if that was the original problem or not, but I made a new mesh with a total of 46 faces, and that now works flawlessly. So I dunno. There may have been something wrong with that fist mesh too as I did it a little more haphazardly than the second time around.  Anyway, yay!

Modifié par IAmDeathComeForThee, 01 février 2012 - 01:43 .


#7
IAmDeathComeForThee

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Ahh found out what was wrong. When I scaled the bottom of the "doughnut" mesh to make the outer edges stick out further than the top, it also pushed out the inner edge of the bottom of the "doughnut" shape. So the top was overlapping the bottom of the mesh, essentially making the walk and non walk overlap each other, which I guess the toolset didn't like.

For anyone who might have this problem in the future.

Modifié par IAmDeathComeForThee, 01 février 2012 - 03:29 .