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Request: Tips on making a walkable blacony


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8 réponses à ce sujet

#1
Morbane

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I tried a few things:

Making a walkmesh helper the height of my blacony and put a way point on it - baked and tried it. PC appeared at the edge and cold only move a bit. So I though the mesh might need to ovelap the walkmesh on the ground; no luck same thing but the PC could walk on the over lap part - 34 feet above the zero ground level.

Making the ground be the floor of my balcony - soo tedius! I gave up and went back to the walkmesh approach.

I tried to put a bridge as the floor of my balcony - same as the walkmesh helper.


So I humbly ask if anyone has succeeded at this, and if so whats your approach/method/trick?

:whistle:

#2
kamal_

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What's worked best for me is to place my walkmesh helper, and then a cutter around the helper, "donut shaped" so the hole in the middle of the cutter is where the helper is loaded. I've done that without much problem in four separate areas that I've tested ingame. My contribution to the SoZ holiday project has one of them if you want to see how.

Making the building environmental is necessary for roof walking, but shouldn't be for a balcony. you can still use the door of an environmental building, so doing that doesnt make the building unusable. You'll probably want to put some clutter under your balcony so the player is informed by the area design that they can't walk underneath (assuming you have a balcony over walkable land).

I'll be doing a lot of work at some point with helpers and such. Catburglary/rooftop work was a popular request for Crimmor, so as I get some other things settled I'm going to think about adding more such trickery in (more than I currently have).

#3
Kaldor Silverwand

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I have a castle in my Harvest of Chaos that has several walkable areas on the roof using walkmesh helpers. You can take a look at that area. What I would do is put some environmental items beneath the balcony to provide a visual explanation as to why you cannot walk beneath it, and then use a walkmesh helper sized width and depth to fit the balcony. Set it at the right height and it should work once baked. Good luck with it.

Regards

#4
Lugaid of the Red Stripes

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I've always had to make the underlying building an environmental object, or walkable at least. The Walkmesh helper is just another placeable, so I don't think it's programmed to override other non-walkable placeables.

#5
Morbane

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That was it - the building needed to be environmental - I also had a plsceable "U" shaped border that was messing things up too - which essentially was a cube in the walkmesh.

Thanks everyone

:D

Modifié par Morbane, 06 août 2012 - 10:21 .


#6
kamal_

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Demo module using my method to go into a house door and out to the balcony. The house doesn't have a usable door, just a door modeled into the placeable, so you have to add a usable door. It baked right the first time. The "donut" method of using walkmesh cutters has always worked for me, sometimes it does take a bit of fiddling if the walkmesh helper is narrow or small. dl.dropbox.com/u/3879894/test_walkmesh.7z and demo video

edit: oh, now I see the above post ... :pinched:

Modifié par kamal_, 06 août 2012 - 11:01 .


#7
Morbane

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Ha ha, now I have the method. I feel like making balconies everywhere now..

#8
kamal_

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edit: some work by Slowdive.Fan showed I was mistaken about the balcony placeables.

Modifié par kamal_, 11 août 2012 - 04:00 .


#9
Alupinu

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I’m surprised you don’t make all your placeables environmental. The only placeables I keep are the ones that will be player interactive. Everything else gets environmentaled.