What I am trying to do is join 3 pieces of the slum dock placeable together but I keep getting bits you cannot walk over where they join as the placeable seems to have a 3d walkmesh. Now what I want to know is how do you use the walkmesh helper ?
I stuck one down turned its appearance to slum dock stretched it to the right length then put it over the other pieces, turned the other placeable bits into environment objects, baked it and made it invisible by setting the appearance to none. Looked good at first glance in the bake but now you fall through the dock !
I've used it once or twice on some bridges but can't remember what to do and for some reason it doesn't have any height it just seems to go back down to the walkmesh on the ground which is not much use for a dock over a load of mud !
The pieces join with the land no problem and one of the "t" joins works fine it's the other "t" section and 2 in a straight line that refuse to behave.
So what I need to know is how to join the dock pieces together ( I've only ever done one piece before ), is the walkmesh helper the right thing to use and if so how do you do it.
Thank you..
Walkmesh helper help..
Débuté par
Guest_Iveforgotmypassword_*
, oct. 05 2012 12:33
#1
Guest_Iveforgotmypassword_*
Posté 05 octobre 2012 - 12:33
Guest_Iveforgotmypassword_*
#2
Guest_Iveforgotmypassword_*
Posté 05 octobre 2012 - 01:25
Guest_Iveforgotmypassword_*
It's alright I think I've worked it out. I extended the walmesh helper on one join, stuck another on the t join, turned the ground underneath to unwalkable ( I think that was the problem ), made the placeable dock bits into environment objects and baked. No problem now I just have to remember to remove the helpers when I've finished baking.
I feel like some kind of chef the ammount of times I've been to the oven to inspect my bakes !
I feel like some kind of chef the ammount of times I've been to the oven to inspect my bakes !
#3
Posté 06 octobre 2012 - 10:18
A nice addition to the vault would be a series of walkmesh helpers of various shapes: L, T, U, W, X, E, F, and so forth... along with ramp combinations and different step sounds. Doesn't seem like it's going to happen though.
#4
Guest_Iveforgotmypassword_*
Posté 07 octobre 2012 - 10:05
Guest_Iveforgotmypassword_*
After my fiasco with it I can't see me creating that hak but I'd certainly give it a download. So is what I've done right to environment object the placeables and delete the helper after the final bake ?
#5
Posté 07 octobre 2012 - 10:24
When it comes to overlapping placeables wih walkmeshes of their own, setting them to environmental and building their walkmesh from scratch with the helper is certainly the way to go.
Instead of deleting the helper after baking, you could just set it's Z axis value to be below ground level, and perhaps put it's original Z height into the helper object's comment field in case you need to re-bake in the future.
It's a pity you can see the helper in the game. I've played a few modules where flickering red speckles have betrayed their use. For a module author, that's the equivalent of your slip showing.
Instead of deleting the helper after baking, you could just set it's Z axis value to be below ground level, and perhaps put it's original Z height into the helper object's comment field in case you need to re-bake in the future.
It's a pity you can see the helper in the game. I've played a few modules where flickering red speckles have betrayed their use. For a module author, that's the equivalent of your slip showing.
#6
Posté 08 octobre 2012 - 04:36
Here's where I smack my head on seeing an explanation of how to get rid of that flickery red walkmesh.
#7
Posté 08 octobre 2012 - 07:06
Just move up the WM helper a bit above an accessible placable, environmental prop or the ground.
Usually a hit on the PgUp key is enough.
If you don't see the red flickering in the toolset anymore, you won't see it in game.
Do it when you are ok because the WM helper will be harder to select. Especially if you use two, one just above the accessible placable and one on ground to prevent a creature to go below or right into the placable.
Usually a hit on the PgUp key is enough.
If you don't see the red flickering in the toolset anymore, you won't see it in game.
Do it when you are ok because the WM helper will be harder to select. Especially if you use two, one just above the accessible placable and one on ground to prevent a creature to go below or right into the placable.
Modifié par Claudius33, 08 octobre 2012 - 07:07 .
#8
Posté 08 octobre 2012 - 08:14
The Area Contents palette is useful for selecting objects that are beneath other ones. That, and the selection toggle list at the top.
#9
Posté 09 octobre 2012 - 07:24
Sure. Less convenient when the toolset in French though, because some objects are not translated so you always have to remember if you must search in English or in French.





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