Hey folks,
I am using this hak for quite som etime now: http://nwvault.ign.c....Detail&id=1399
However, I just found out that two tiles are quite bugge(re)d. Prolly some issues with the WOKs, my puppet is walking in thin air and can't properly walk up the ramp. It's a corner, and the tile numbers are f08_03 and f08_04. I assume I am not the only one using this, and I wondered if anybody knows if tehre's a fix for this.
Fixes for Hills & Homes?
Débuté par
Just a ghost
, oct. 27 2012 03:45
#1
Posté 27 octobre 2012 - 03:45
#2
Posté 27 octobre 2012 - 07:56
Wow! First person since 2007 to post anything about this add-on.
I'll check out your issue first chance I get and might as well update it to 1.69 while I'm at it.
Thanks,

MDA
I'll check out your issue first chance I get and might as well update it to 1.69 while I'm at it.
Thanks,
MDA
#3
Posté 27 octobre 2012 - 08:28
Well... Time allowed me to check into this right away (I'm waiting for some files to transfer from point a to point b, so I had nothing else to do
)
I can see no walkmesh issue with those particular tiles (all versions; Desert, Rural and Winter) in either hak (on the Vault v1.61c or my site v1.63a).
Are you sure you have the correct tiles that are causing the problem?
I did, however, realize that the walkmeshes are not correct for the desrt and winter versions. All 3 versions are set to grass. The desert version should be set to sand, and winter should be set to snow. I'll work on that and see if I come across any other issues.
Thanks,

MDA
I can see no walkmesh issue with those particular tiles (all versions; Desert, Rural and Winter) in either hak (on the Vault v1.61c or my site v1.63a).
Are you sure you have the correct tiles that are causing the problem?
I did, however, realize that the walkmeshes are not correct for the desrt and winter versions. All 3 versions are set to grass. The desert version should be set to sand, and winter should be set to snow. I'll work on that and see if I come across any other issues.
Thanks,
MDA
Modifié par Michael DarkAngel, 27 octobre 2012 - 08:37 .
#4
Posté 27 octobre 2012 - 09:16
Well, I surely had issues. In ttr01_f08_04 there simply wasn't a proper walkmesh to start with. It was just a node with nothing attached to it. I'll check the newer version on your site.
#5
Posté 27 octobre 2012 - 09:33
Your last update fixed my issues with the rural summer tiles. The desert tiles still behave oddly. I don't get the floating issue, but I can't navigate into the tile if I am outside it. A side note: ttd01_a24_02 looks odd with that square dirt texture.
#6
Posté 27 octobre 2012 - 09:42
Just a ghost wrote...
Your last update fixed my issues with the rural summer tiles. The desert tiles still behave oddly. I don't get the floating issue, but I can't navigate into the tile if I am outside it. A side note: ttd01_a24_02 looks odd with that square dirt texture.
This is usually a problem with wrong path-nodes rather than with a faulty walkmesh.
#7
Posté 27 octobre 2012 - 10:00
I'll look into the set file too, make sure the pathnodes are correct.
The square texture issue: It may just be better if I remove that all-together. Not having raised terrain in the desert set to start with, I borrowed from the rural set and used textures from the desert set that were comparable. That one should have the edges anti-aliased, but two of the edges aren't. I'll look at the texture mapping and see if I can fix it that way, otherwise I'll just remove it.
Thanks,

MDA
The square texture issue: It may just be better if I remove that all-together. Not having raised terrain in the desert set to start with, I borrowed from the rural set and used textures from the desert set that were comparable. That one should have the edges anti-aliased, but two of the edges aren't. I'll look at the texture mapping and see if I can fix it that way, otherwise I'll just remove it.
Thanks,
MDA
#8
Posté 28 octobre 2012 - 08:51
It must be a combination of tile and set. I put the new tiles from your site in, and got rid of the floating part, but I still had pathing errors. Then I looked at the CEP/CPT implementation of the dunes (I think it's that, it's called ztd01) and copied the pathnodes into my set file. That didn't change a lot. Then I changed the models to the ztd ones and now it's working fine, which is a shame because I don't fancy the way the tiles connect in ztd. You kinda see the seams.
Anyway, they changed the pathnodes to this:
PathNode=B
Orientation=270
to
f08_01 and f08_02
PathNode=Z
Orientation=0
f08_03 and f08_04
PathNode=Z
Orientation=90
Anyway, they changed the pathnodes to this:
PathNode=B
Orientation=270
to
f08_01 and f08_02
PathNode=Z
Orientation=0
f08_03 and f08_04
PathNode=Z
Orientation=90
Modifié par Just a ghost, 28 octobre 2012 - 08:55 .
#9
Posté 28 octobre 2012 - 09:26
The correct pathnodes for the hill tiles would be:
f01_01 A 0
f02_01 A 0
f02_02 A 0
f02_03 G 180 Visibility A
f02_04 G 0 Visibility A
f02_05 A 0
f02_06 A 0 - This tile has some overlapping meshes that flicker
f03_01 A 0
f03_02 B -90 (270) Visibility A
f04 (all) A 0
f05_01 G 0 Visibility A
f05_02 G 180 Visibility A
f06 (all) A 0
f07_01 A 0
f08_01 G 0 Visibility A
f08_02 G 0 Visibility A
f08_03 G 180 Visibility A
f08_04 G 180 Visibility A - This tile has a large texture smear
h27_01 F 0
h28_01 C 0
h29_01 C 0
All the tiles had pathnodes like C for f02 which mean that you can't get from the upper part of the tile to the lower part. This is correct for ridges, but not for hills. They need a pathnode A.
f01_01 A 0
f02_01 A 0
f02_02 A 0
f02_03 G 180 Visibility A
f02_04 G 0 Visibility A
f02_05 A 0
f02_06 A 0 - This tile has some overlapping meshes that flicker
f03_01 A 0
f03_02 B -90 (270) Visibility A
f04 (all) A 0
f05_01 G 0 Visibility A
f05_02 G 180 Visibility A
f06 (all) A 0
f07_01 A 0
f08_01 G 0 Visibility A
f08_02 G 0 Visibility A
f08_03 G 180 Visibility A
f08_04 G 180 Visibility A - This tile has a large texture smear
h27_01 F 0
h28_01 C 0
h29_01 C 0
All the tiles had pathnodes like C for f02 which mean that you can't get from the upper part of the tile to the lower part. This is correct for ridges, but not for hills. They need a pathnode A.
#10
Posté 28 octobre 2012 - 10:04
Thanks, gonna try this. If you don't note a visiblity node, which value should it have?
Edit: Works like a charm!
Edit: Works like a charm!
Modifié par Just a ghost, 28 octobre 2012 - 10:11 .
#11
Posté 28 octobre 2012 - 12:25
If I didn't list a visibility node, there's no visibilty node needed.





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