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Walkmeshes Solved!


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#1
PDubulous

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Ok, so I am keeping my fingers crossed when I make such a bold statement, but here is a little trick I discovered tonight while working on the bridgewalks for Solace.

It seems a big part of the walkmesh success has to do with the bounding data.  I was having problems with opposite sides of a platform and a bridgewalk.  When I baked them, they would work from one side but not the other.  Problem was, the pieces were symmetrical.  I've had headaches in the past with walkmeshes and I just accepted it as part of the process.  Well, tonight I double checked my bounding data and sure enough, it was off for this model.  The model had more than one rigid mesh in the same MDB, which I do all of the time.  Never have an issue.  For some reason, the Toolset would not recognized the bounding data from the base mesh with the same name base, but was marking the other mesh as the base mesh, for which it couldn't find the appropriate bounding data because there was none.  It made up its own bounding box and where ever I tried to link up pieces, as long as the bounding boxes touched, the walkmeshes baked.  No issues.  The minute the bounding boxes didn't line up, regardless of where the walkmeshes were, they would not bake.  I deleted the extra mesh and reexported and now everything links great.  Perfect actually.  I have been about to put bridges almost anywhere and as long as the bounding boxes overlap and the walkmeshes are contructed correctly, it bakes.  My new Solace is a maze of bridgewalks going every different direction and changing levels.  I am confident, after some experiments tonight, that I could get walkmeshes to work just about anywhere.  No tweaking.  No subtle shifting...

Anyhow, I thought I would share.  At some point, I'll get around to redoing my Walkmesh Tutorial.

#2
PDubulous

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I did a little more testing this morning.  I baked a custom staircase on a platform over uneven terrain and then added another platform at the top of the staircase.  I was not able to get two staircases to bake nor was I able to get a bridgewalk, which has a sagging walkmesh, to bake.  Everything else worked though.  It appears, if you have more than one base mesh, the engine grabs the one with the most polys and decides it needs a bounding box.  If that mesh doesn't have the same naming convention as your walkmesh, you will have bounding box issues and things won't bake correctly.  This is due to the bounding boxes not lining up with the walkmesh.

#3
MokahTGS

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 This is good work and would explain why the BCK floors and stairs can be such a bear to work with.

#4
PDubulous

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I know loads of folks have put alot of work in on this one. I have certainly built off of what others have done. I did find that following the naming convention listed in the OEI Placeables Tutorial allows for multiple rigid meshes in the same MDB without walkmesh issue:

PLC_Name (Main)
PLC_Nameb (Additional)
PLC_Namec (Additional)
PLC_Name_w (Walkmesh)
PLC_Name_C2 (General Collision)
PLC_Name_C3 (Detailed Collision)

The Bounding box will be added automatically around the main piece and only the main piece. This is the piece that the walkmesh should conform too.