Walkmesh helper additions
#26
Posté 14 novembre 2013 - 02:07
#27
Posté 14 novembre 2013 - 06:33
Modifié par rjshae, 14 novembre 2013 - 06:35 .
#28
Posté 14 novembre 2013 - 08:17
kamal_ wrote...
You can even use them to walk through solid tile walls (I did in Crimmor) and above the ceiling.
Ah-hA!!
Da seekrit iz owt!!!
:innocent:
#29
Posté 14 novembre 2013 - 08:19
Morbane wrote...
kamal_ wrote...
You can even use them to walk through solid tile walls (I did in Crimmor) and above the ceiling.
Ah-hA!!
Da seekrit iz owt!!!
:innocent:
(... i just thought that was so cool)
#30
Posté 14 novembre 2013 - 08:59
Hey, that was actually pretty cool!
#31
Posté 14 novembre 2013 - 04:57
After building a bunch of these, another lesson I've learned is that I need to be careful about the alignment of vertical triangles. Having one jut out ever so slightly and another one underneath jut back in so that they overlap somewhere results in baking artifacts (the white lines you sometimes see). Now I systematically go through and pull out the base just a smidge (.02). Blender also tends to insert extra triangles where they aren't wanted, so a cleanup step is needed at the end.
Anyway I've been working on the tutorial. It should be out when the next version of the Blender MDB add-on is posted. (I've added a couple of features that make it much easier to build new walkmesh helpers.)
#32
Posté 14 novembre 2013 - 06:00
Here is my test recording of it. Sorry it's so dark but it shows the idea. The nifty thing is the cursor stays in the "you can't walk there" icon until the character reaches the point where they are inside the wall of the hidden tile. The suddenly the whole tile opens up to being visible and the mouse cursor changes over to the "you can walk there" cursor. I never did check this on the minimap to see if the secret room is visible there before you enter.rjshae wrote...
That is interesting.
You can do this in four places in Crimmor, to a "safe room" inside your house (the DM specifically points this out to you in the intro tutorial so you know it can be done), twice as part of the main plot, and once as an option during the main plot. The optional way has you walking above the tile ceiling, you are climbing around up in the rafters.
#33
Posté 14 novembre 2013 - 06:37
#34
Posté 14 novembre 2013 - 08:58
kamal_ wrote...
I never did check this on the minimap to see if the secret room is visible there before you enter.
I did check - the minimap shows
Modifié par Morbane, 14 novembre 2013 - 09:08 .
#35
Posté 15 novembre 2013 - 11:44
And with that, my original goal is complete. Whew!
Modifié par rjshae, 15 novembre 2013 - 11:46 .
#36
Posté 15 novembre 2013 - 11:55
#37
Posté 16 novembre 2013 - 01:30
what a great addition to the community.
#38
Posté 16 novembre 2013 - 02:53
Modifié par andysks, 16 novembre 2013 - 02:53 .
#39
Posté 16 novembre 2013 - 06:11
#40
Posté 16 novembre 2013 - 11:06
Something I'm learning the hard way with Blender is that the duplication capabilities are kind of messed up. I thought it would be a time saver to fit the surface mesh to the required shape, then duplicate it and merge those with the walk and the C3 collision meshes. Nope, bad idea. I end up with a bunch of subtle but irksome issues like duplicate faces/vertices on both the original and the copy. It's a mess to clean up. For now I think I'll stick to just editing each mesh independently.
Ed.: I probably just messed up on the copy operation. It should work... I think.
Modifié par rjshae, 20 novembre 2013 - 03:53 .
#41
Posté 17 novembre 2013 - 04:32
PJ156 wrote...
,,, that tutorial would be useful if you get to it.
I've added a walk mesh tutorial to the plugin download site. Hopefully it is clear enough to follow. Editing a walkmesh helper is the same as the in example, except the sides are all set to a walkable material.
Modifié par rjshae, 20 novembre 2013 - 03:52 .





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