So, what am I doing wrong?
Simple Modelling Question - PWKs
#1
Posté 17 février 2014 - 08:57
So, what am I doing wrong?
#2
Posté 17 février 2014 - 09:51
Modifié par T0r0, 17 février 2014 - 09:57 .
#3
Posté 17 février 2014 - 09:58
#4
Posté 17 février 2014 - 10:01
3RavensMore wrote...
I'm nibbling at the edges of modelling again, and I've a basic question. In NWmax, how do you create a PWK for a placeable? I've created a plane, moved the vertices to just beyond the edges of the placeable, added an AuroraPlaceable modifier and selected PWK, attached the plane to the model, and exported the model. No PWK file appears though.
So, what am I doing wrong?
You need to create a "dummy" node, named [your_model_name]_pwk
Apply an "AuroraPlaceable" modifier to the dummy node and select "Placeable [PWK]" for its type.
Create your placeable walkmesh, I usually name this "pwk"
Convert to "Editable Mesh", apply an "AuroraWalkmesh" modifier to it.
Your placeable walkmesh gets linked to the dummy node.
The dummy node gets linked to the model base.
Hope that helps.
MDA
#5
Posté 17 février 2014 - 10:10
#6
Posté 17 février 2014 - 10:40
Forgot to mention, all faces of your placeable walkmesh should be set to "7 - NoWalk". That is what blocks characters from being able to walk through your placeable.
MDA
#7
Posté 17 février 2014 - 10:44
#8
Posté 17 février 2014 - 10:47
NWN_baba yaga wrote...
I´m confused MDK. For a pwk you dont have to apply a material ID to the faces. They should just prevent the player from walking trough. Thats how it works for me.
You're probably right. It's just something I do out of habit, that apparently doesn't need to be done
MDA
#9
Posté 18 février 2014 - 10:19
NWN_baba yaga wrote...
I´m confused MDK. For a pwk you dont have to apply a material ID to the faces. They should just prevent the player from walking trough. Thats how it works for me.
It is indeed not necessary to apply a material ID to a .pwk plane since it defines a ''no walk'' area. On the contrary, application of material ID's to .wok walkmeshes is necessary to define where you are able to walk on custom made tiles and what ''stepsound'' will be generated by the surface of that tile.
#10
Posté 18 février 2014 - 10:43
input from the user.
*No walk" = just that
"Obscuring" = No walk + Obscuring
Else if it was "No Walk", any placeable object big enough and high enough would not prevent NPCs
from seeing through objects such as a "Tree". That's what obscuring is for.
If I'm wrong and "No Walk" is the default(in case I forgot) , then for any object that should obstruct
the view of NPCs from the PC if said object is between, then a proper PWK must be created and
the surface ID must be set to "Obscuring" where it is needed. making flat PWKs for everything is
just plain lazy and renders said placeable disfunctional per game mechanics.
#11
Posté 18 février 2014 - 02:33
Oh well Sully, you and I both know from past painful issues, that there is a really HUGE difference between the two settings. Why folks can't remember to just use type=2 instead of type=7 is something I just can't figure out. It is a single number. What makes it sooo hard to remember?
#12
Posté 18 février 2014 - 07:13
A chair with a simple pwk plane is just a "no walk" area for anyone. No obsucuring what so ever. If anything is behind it you see it. So that must be a simple "no walk trough" ID. So by default a pwk is just a "no walk" area like I said. It´s is not a walkmesh, only a pwk. It exports as a pwk...not as a walkmesh only if you want to use a complex pwk where you can move along the z-axis.
Valthrendir:
I know what you are saying. I did tons of tiles and placeables... but thanks for the hint;)
#13
Posté 18 février 2014 - 09:47
@Baba
It's a question of good judgment, if it's a wide open small chair, then a flat plane is fine,
but if it's a throne like big closed chair with a back that goes over a PC's head when sitting,
a hostile Archer standing behind shouldn't be able to shoot arrows through it to hit the PC.
Thus a PWK with the proper shape and height should be created.
EDIT: I can confirm that in 3D Max 5 + MDLSuite, "Obscuring" is the default surface ID when
applying the MDL Walmesh modifier to a BOX shaped object and not editing the faces
surface ID.
Modifié par Lord Sullivan, 18 février 2014 - 10:21 .
#14
Posté 20 février 2014 - 08:45
Good example with the throne, makes perfect sense to me. I´ll be more carefull when working on placeables next time. Never thought about that...





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