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Walkmesh Helpers look like Evil Totems


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#1
ColorsFade

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 So, I wanted to use the Walkmesh helper ramp because, hey, making ramps sucks :) I grabbed Zarathustra's zip file and followed the instructions, but it doesn't work. The two flat walk mesh helpers don't display, and the two ramp ones (which I wanted to use) show up as demonic column/totems (I assume from SoZ as it appears, from what I can read, the 2da entries are overwriting SoZ entries in placeables.2da.)

My issue is, I don't understand how to fix this. I tried to follow SorceressAshura's advice on how to fix it, but got lost. I just don't understand exactly what to do or what files I really need to be putting in certain folders. 

If anyone has concise instructions that are easy to follow, please pass them along!

#2
Tchos

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I encountered this problem as well. I documented it in my development diary, but more concisely, it's because the blueprints were made before the expansions, and refer to lines in the placeables.2da that are now occupied by those pillars.

If you're using a version of the placeables.2da file that has already moved the helper lines to a blank area, then what you need to do is change the appearance of the helpers in their blueprint properties (the Appearance field). Find the lines "Walkmesh_Helper_Flat_Stone" etc. in the dropdown menu on Appearance, and change them as appropriate, then save the blueprints so you don't have to do it again.

#3
PJ156

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Just as an aside, the SoZ snake stairs makes a useful walkmesh helper for ramps.

Morph the stairs till they connect the two levels and then bake, fiddle with it and then bake again, repeat the fiddle and break out a beer then bake again, Fiddle with it again .... and so on till you get the ramp mesh connected top and bottom. After your last bake on the area delete the stair so they don't appear in game but do not bake after they are deleted. I have used that for every ramp I have done, It works a treat every time.

PJ

#4
ColorsFade

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Tchos wrote...

I encountered this problem as well. I documented it in my development diary, but more concisely, it's because the blueprints were made before the expansions, and refer to lines in the placeables.2da that are now occupied by those pillars.

If you're using a version of the placeables.2da file that has already moved the helper lines to a blank area, then what you need to do is change the appearance of the helpers in their blueprint properties (the Appearance field). Find the lines "Walkmesh_Helper_Flat_Stone" etc. in the dropdown menu on Appearance, and change them as appropriate, then save the blueprints so you don't have to do it again.


How do I know if I'm using a version of the placeables.2da that already moved the helper lines though? 

#5
Tchos

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I assumed that was part of SorceressAshura's instructions that you said you tried. Is that not the case?

You should be able to tell by attempting to do what I said in the second paragraph.

#6
ColorsFade

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At this point in time, it's hard for me to know what's accurate. I've tried so many different variations to get it to work, and none work.

The placeables.2da file that SorceressAshura proved looks old; like it was way before SoZ. My understanding, from the docs I read, was that I needed to replace two lines in the SoZ placeables.2da file with two lines from Asura's file. I did that, and I get no visible placeables except for the Bear Totem and the evil-looking totem.

Here's what I have:

1) The .erf file imported into my Module.
2) I have the two .MDB files in my override directory.
3) The .HAK file associated with my module.
4) I have a copy of the SoZ placeables.2da file in my override directory. This file I edited on lines 1999 and 2000 and replaced them with the lines from Ashura's file for the RAMP helpers (I don't care about the other two; if I could get all four, fine).

And no dice.

Something in this process of editing the .2da doesn't work right. I've done some reading on the subject to try and get a feel for how it is *supposed* to work, but I still don't have full grasp of the relationship between the .ERF, the .HAk and, the .MDB and the .2DA.

#7
kevL

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... The .Erf has the .Utp blueprints. The .Hak has the .Mdb models plus Placeables.2da ...

An .Erf is just a package like a zip without compression. You don't need them it's just an easy way to keep things together but it's what's inside that is important. Ie, the .Utp blueprints: at minimum these need their Appearance property set to whatever line #'s in Placeables.2da that their .Mdb's are referenced on. I think Zarathustra's defaults are lines #3001-3004.

The bears & totems you're seeing are up on lines #2000+, and the NwN2 default helpers are on lines #1999-2000.

I suggest starting with an up-to-date Placeables.2da, like this one perhaps (Master Placeables 2da by Kanbyen) -- although that's getting old it could be a good one to start with. I think most designers end up manufacturing their own, preferably in some sort of accord with the Reserved Lines reference @ nwn2.wikia.com

then overwrite the lines #3001-3004 in the new .2da from the same lines in Zarathustra's .2da (making sure the line numbers do not get screwed up, and remain sequential from start to finish).


OKAY, found it.
plc_walkmeshhelper.utp has its Appearance as #3001 -> check.
plc_walkmeshhelper_w.utp has its Appearance as #2001 -> "Column_Bear", nope; should be #3002
plc_walkmeshhelperramp.utp has its Appearance as #3003 -> check.
plc_walkmeshhelperramp_w.utp has its Appearance as #2002 -> "Column_Runed", nope; should be #3004

Appearance is found under Properties when the blueprint (.Utp) is selected in the toolset ... should make the above changes and resave them, making sure you don't end up with duplicates kicking around throughout your override, modules, & haks natch,


oh, and welcome to the heavy-metal world of NwN2 modding

#8
ColorsFade

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kevL - thanks!

This looks like it makes sense to me. I can't give it a shot for a couple days now, but when I do, I'll report back.

The ramps are the only walkable places not really working for me right now. And it's nothing short of impossible to get the underneath ground mesh adjusted properly. I've tried. Raise/Lower/Smooth just aren't adequate tools for that kind of fine-grained work.

#9
kevL

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I had a hill-slope with a dock jutting out of it, and wanted to walk down the hill and out on the dock ... but the mesh wouldn't bake across the join until i used one of the ramp helpers, twisted it around and resized it into position (and now that its happy i don't want to touch it!)


ps. a coupla tips: HeightLock and PositionLock are yer friends. And when looking at Appearance under properties, it won't show up as a ## but rather as the Label or StrRef from the first columns in Placeables.2da

no rush.

#10
ColorsFade

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Cool.

Yes, HeightLock has been awesome, and I can already see Position lock being just as useful. Along with Converting placeables to Environmental objects. Those three checks are fast becoming automatic in most cases.

#11
kevL

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uhh, about EO's

if/when converting back to regular objects they lose their hitpoints and become semi-dysfunctional until you give them back a few HP ......


but i imagine you want to find some of the bugs yourself: the onRespawn event slot doesn't work (at all); when assigning Spells & Feats Spell Abilities (feats, ok) most of the nifty-looking extra stuff on those panels don't work, etc. But a lot of other stuff does!

Modifié par kevL, 17 février 2013 - 03:35 .


#12
ColorsFade

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kevl_

Here's screenshots from my Toolset. I don't appear to have the ability to change the appearance correctly. The Walkmesh Helpers don't show up as options under the appearance dropdown. Only the old walkmesh helpers do.

Posted Image

Posted Image

I have the .ERF loaded and the .HAK. And the .MDB files are in my override, as is an edited placeables with 3001 - 3004 correct.

#13
Morbane

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this might sound silly - but having both the hak and override versions usually causes trouble

Modifié par Morbane, 17 février 2013 - 09:12 .


#14
ColorsFade

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I removed the .HAK. No difference.

#15
ColorsFade

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PJ156 wrote...

Just as an aside, the SoZ snake stairs makes a useful walkmesh helper for ramps.

Morph the stairs till they connect the two levels and then bake, fiddle with it and then bake again, repeat the fiddle and break out a beer then bake again, Fiddle with it again .... and so on till you get the ramp mesh connected top and bottom. After your last bake on the area delete the stair so they don't appear in game but do not bake after they are deleted. I have used that for every ramp I have done, It works a treat every time.

PJ


I have the very sad feeling that I am going to end up having to do that, or just settle for ****ting looking stairs (character legs poking through). 

The Walkmesh Helpers just aren't loading. 

#16
kevL

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i think, like Morbane, you have too many Placeables.2da hanging around ...

Personally I'd get away from using either the .Hak or the .Erf ( the .erf completely, the .hak you can make one yourself and attach it to your module if you want ). Tanita's Packer will import and export files in either format, and personally i Just have the 8 files in a separate folder in my MyDocs->Override ( 4xMDB, 4xUTP ).

once an area is baked I don't think they need to be distributed with your module at all, though I might be mistaken about this it is a courtesy for others who might want to adjust things later.

I have a master Placeables.2da elsewhere in my Override. I would need to distribute this file with a module or campaign (probably in a .Hak but there are vagaries about .Haks and some .2da's (but not Placeables?)), for objects that actually show up/ are used directly IG.


Posted Image
Posted Image
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Notice i took the quotation marks off the Labels and removed any spaces, but i don't think that is necessary. It was just something I did when trying to get it working a long time ago and didn't change back,


but yeh, I think you have a too-many-Placeables.2da issue

PS. don't ask what all those other walkmesh helpers are 'cause i don't have a clue ...... I guess they're just defined in my master .2da so they show up anyway

#17
Morbane

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make sure the resref column is ****
if a symbol is the first character it will appear at the top of the appearance list (provided the resref is ****)
do a search on your nwn2 dir for "placeable" if the above dont fix it
how many haks do u have in the mod? just to be sure use tanita's nwnpacker and check all haks for 2da's

Modifié par Morbane, 18 février 2013 - 07:36 .


#18
kevL

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Morbane wrote...

... resref ...


strref ?

#19
ColorsFade

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You were right kevl_; I had a placeables.2da that I did not know about affecting things.

I am using RWS's All-In-One Hak, and it had a master placeables in there .Lines 3001-3004 were empty, and it was overriding anything else I was putting in the override folder.

I extracted it with Tanni's and pasted the four lines in there, then Imported. Worked!

Using them now.

Thanks so much for the help!

#20
kevL

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... now i wanna change my moniker to use the underscore ;p

jk :)_~

#21
ColorsFade

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For some weird reason I thought you had an underscore. Oh well.. confusing you with someone else I know has an underscore on here.

It's been a weekend. That's for sure.

#22
ColorsFade

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And they work!

Posted Image

#23
kevL

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effin ace

#24
Morbane

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kevL wrote...

Morbane wrote...

... resref ...


strref ?


haha yes strref

was up allnight - my kind neighbour had a hen party that started at 11:30pm and went until 2am - it is now 12:28pm...


...and

no sleep :(

...no i wasnt invited  >:(

#25
kevL

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lol

next time, take pictures :)