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10 réponses à ce sujet

#1
Elijah Storm

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If there are any builders out there who have some free time to give me a hand with fixing a few module bugs I have been unable to figure out, it would be very much appreciated. Created a multi level house for all our members to use and some of the rooms are not walkable. Also a few other fixes I need help with. For someone who really knows their way around the toolset it shouldn't take long. Please contact me here if you can help, to set up a convenient time to chat. Thanks!

#2
PJ156

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Has anyone contacted you?

I can have a look at it for you, add me as a friend and PM me. Send me a link and I will download the module folder.

PJ

#3
Tchos

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I did. We had sent a couple of PMs to each other to figure out how to get me a copy of the module to look at, but that was before the PM blockade hit, and I haven't had a reply since then.

#4
Dann-J

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It sounds like a static placeable purge is in order. Convert any placeables you don't intend to interact with to environmental objects, clip them out with walkmesh cutters where necessary, then rebake, and your walkmesh problems may be greatly reduced.

#5
MokahTGS

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Yes, this sounds like some pretty basic building issues.  If you have not read some of the tutorials on the toolset, then I'd advise that you do so.

Much of the building confusion can be aleviated by reading up on how to use the tools.

#6
Elijah Storm

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It's only a couple rooms really. One of them hardly has any placeables in it. Not sure why it's causing problems. I am going to see if Tchos can give me a hand to figure it out. I've read the tutorials and have a basic handle on things, just not an expert at it by any stretch. Thank you very much for responding though. Nice to see so many people willing to lend a hand! :)

#7
Elijah Storm

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By the way Mokah thanks for posting those links. Some of them I've been through via other links, but I will check them out. Cheers :)

#8
ColorsFade

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I had a room in my first dungeon that was 3x3 and the center tile was unwalkable. I could not, for the life of me, figure it out. It ended up being two braziers that were located on the side of the middle tile. I removed them and baked - walkable again. Someone on my journal thread mentioned that braziers often cause issues. You might want to remove placeables one by one and rebake until you discover the culprit.

#9
Lugaid of the Red Stripes

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Or just turn everything into an environmental object. Pathfinding is hard enough as it is without having to navigate around every little bit of set dressing. I turn them all into EO's, or at least walkable, and then draw down walkmesh cutters for things that simple must be off limits. Take a table and chairs, for example. I'd make them all EO's, and then just do a small walkmesh cutter down the middle of the table, just so creatures can't walk through it. Let 'em stumble over chairs and shimmy along the edge of the table, it might occasionally look funny with half a goblin sticking out of a chair, but it makes the baking and NPC movement so much easier.

#10
Dann-J

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I often deliberately put environmental objects flush against walls or in corners, where the walkmesh of the tile is already unwalkable by default. That saves me from having to add lots of walkmesh cutters. Where I can't avoid using cutters, I tend to group things together so I can cut out several with one big cutter, rather than using lots of smaller cutters.

I've also found that turning on snapping allows you to snap the walkmesh cutter polygon to existing walkmesh triangles, which helps to prevent the cutters from introducing a whole lot of smaller walkmesh triangles. By turning as many placeables as possible to environmental objects, and being careful not to complicate the walkmesh, I find that the file size of the module is greatly reduced. Path-finding also seems to improve.

#11
Elijah Storm

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The problem has been solved with the patient and helpful suggestions Tchos supplied me with. A heartfelt thanks to Tchos for taking the time to explain and help me out. Turned out some of the problems were too many placeables in certain areas which needed to be converted to environmentals and one really stubborn room had too many walkmesh helpers around a bed. Not sure how that many got there, but the removal of them solved the problem. Thanks again Tchos!