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Weird baking?


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39 réponses à ce sujet

#1
andysks

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I had this area for a while, now changed some things and rebaked. Result:

 

bake_zps29138f66.jpg

 

I tested the passage there in the middle of the screenshot and the PC walked it just fine... however I didn't test the whole area. What caused this? The tracks along the path are environmental objects and there's nothing else there to interfere... which actually didn't happen since the PC walked it, lol.



#2
rjshae

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I've seen that happen with tiles that had messed up walk meshes. I.e. additional faces to the walk mesh that overlap other faces. Usually I need to go in to a 3D editor and clean it up.

 

Did you make any changes to the tilesets you are using?

 

If its not that, then I'd switch to using walkmesh cutters with environmental objects in those tiles.



#3
andysks

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They already use environmental objects. As you can see from the cutters almost everything in the area is environmental. I changed the wall texture actually. From standard mine to rws dark mines.



#4
rjshae

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Just changing the wall texture shouldn't matter. But if you are overriding the tile models...



#5
andysks

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How could I do that? I am not even sure I understand the meaning of it :D.



#6
rjshae

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How could I do that? I am not even sure I understand the meaning of it :D.

 

Oh, say if you are using a hakpack that contains '.mdb' files starting with a 'tl_'.



#7
PJ156

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I have had the same and, as you have found, the tiles work in game. The tiles seems to be cave set tiles and it seems to be Kamal_'s tintable tiles. Are the one you are using from that set?

In the end they work but I am worried that they will fail on release of the mod on someone else's machine.

Hmmm

PJ

#8
rjshae

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I ran into a few of those while modifying some sets from Kamal_'s tintable tiles and was wondering if it is a problem exporting from gmax? It only seems to happen with the walk mesh and only on some of the tiles.



#9
andysks

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The tiles used to be standard mines. From kamals pack yes. They gave me missing 2d textures on walls, and instead of bothering why, I thought rws mines... standard mines what the heck is almost the same. So changed them to rws and rebaked and this happened.

 

Hmmmmm :).



#10
rjshae

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It's easy enough to fix; just a matter of identifying the problem tiles then doing a little 3D editing. I can take a look at the set this weekend.



#11
Tchos

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A strange extra white triangle (the kind that usually indicates you can't walk past it) also appears in the baking of Crystal Violet's invisible room tile, but since it never interfered with the actual walking, I've been using it and ignoring the extra triangles.



#12
PJ156

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In my experience to date it can be ignored. I did use a walk mesh helper on one messy bit but it was not necessary I just got stressed about seeing it in the tool set :)

#13
rjshae

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Even if it has no impact, it could conceal a real baking problem in the toolset.



#14
kamal_

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All tiles I did were processed with nwnmax for gmax, if that helps. In Gmax, file-> new to get a blank. Then import the .mdb, work with it, then export the mdb.



#15
rjshae

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Sounds like there may be a weird little bug somewhere. When I imported tl_dm_cccz_03.MDB into blender and edited the walkmesh, it has a couple of extra non-walkable (red) faces like you see at left. After deleting those, it looks normal. I've no idea why it happens to some tiles and not others, or why it's happening at all.

 

fixed_tile_zps532e7b4d.png



#16
rjshae

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I took the liberty of looking through the tiles and applying fixes where I could find them:

Could somebody please give them a try when it is convenient? Thank you.



#17
andysks

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I will when I get back from work. Thanks for the effort. The onl thing that still confuses me is that This didn't actually happen with RWS tiles, but rather standard mines with changed wall texture... which was rws for what it's worth :).



#18
PJ156

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Even if it has no impact, it could conceal a real baking problem in the toolset.


Fair point.

There is another tile set that does it. I will look later but it is a small set to go with the crypt set.

PJ

#19
rjshae

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I will when I get back from work. Thanks for the effort. The onl thing that still confuses me is that This didn't actually happen with RWS tiles, but rather standard mines with changed wall texture... which was rws for what it's worth :).

 

Okay, there are a few Standard Mines tiles that had the bug. Please try replacing those tiles with the ones here:

 

There is another tile set that does it. I will look later but it is a small set to go with the crypt set.

 

Just let me know. Thanks. :)



#20
PJ156

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crypt_aquaduct.

I have only used the metatiles to date but I just did a random test and a number of other tile seem to have the same issue.

PJ
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#21
kamal_

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I took the liberty of looking through the tiles and applying fixes where I could find them:

Could somebody please give them a try when it is convenient? Thank you.

Once someone can confirm that these fix the bake/walk issue, I will update my pack to use them.



#22
andysks

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Okay, there are a few Standard Mines tiles that had the bug. Please try replacing those tiles with the ones here:

 

 

Just let me know. Thanks. :)

Hmm. The link links me to this thread :/



#23
rjshae

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Hmm. The link links me to this thread :/

 

Ah... sorry, I should have checked. Here's the dropbox link:



#24
andysks

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I think I made a mistake here to begin with. The area I was looking at has cave tiles as well and I just noticed that these are the ones that had most of the problem. The fix on the mines seem to work though. Thanks for that again. The cave tiles that appear like that are these:

TL_CV_CCXX_01

TL_CV_CPU1_01

TL_CV_WWWX_04

TL_CV_CRNR_01

 

I think that's all with the caves. Question. How come other cave areas not appear like that on bake? Has something to do with mixed tiles connections or...?



#25
rjshae

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Might be. Most of the problem tiles have the extra mesh faces connected to the edge. Although not always. Other than that... maybe it depends in the placeable arrangement? *shrug* I'll take a look at the cave and crypt_aquaduct sets.


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