After an hour of searching I decided I should ask here. The trees I'm placing from the 'trees' blueprints category have no collision. I looked in their properties and found no option for it. I could place a resized collision sphere, but I wanted to make sure there wasn't an alternative before I do that.
No tree collision
#1
Posté 19 juin 2014 - 08:10
#2
Posté 19 juin 2014 - 08:28
just frame the trees with a walkmesh cutter.
#3
Posté 19 juin 2014 - 08:54
Or paint the terrain under the tree with the "unwalkable" brush. Don't use the collision sphere. Dynamic collisions are inefficient, and interfere with pathfinding.
#4
Posté 19 juin 2014 - 11:51
The Powerbar plugin can create a walkmesh cutter around any selected object(s). It works very well for trees. To answer the original question, trees are special environmental objects, different from placeables (which can be converted to environmental objects).
#5
Posté 20 juin 2014 - 05:46
I have often not bothered to do anything.
For thick areas of undergrowth then cutters or walkmesh blanking is good as suggested as you can block out large areas as Semper et al have pointed out. Thios can be used to control the game flow through the level if that is what you are looking for?
However for individual trunks of trees I have found there is little value in going in a cutting out each one unless there is a specific need to . Anything that happens in a wood should happen in a clearing or on a path otherwise you are going to get crappy camera occlusion/blinding in the cut scenes or fussy camera work in the combats. So you are only look at areas you might transit through and, I have found, that cutting out the trees really does not add much compared with the time it takes to do it in a large woodland area.
PJ
#6
Posté 22 juin 2014 - 11:37
I tend to use a broad brush approach and make terrain triangles entirely unwalkable, rather than use walkmesh cutters to create subtler shapes around the boles. I don't like the thought of players walking right through the trunk of an oak tree in the middle of a village green, any more than I like the thought of village greens that don't sport at least one ancient oak.
#7
Posté 23 juin 2014 - 12:28
#8
Posté 23 juin 2014 - 05:24
I tend to use a broad brush approach and make terrain triangles entirely unwalkable, rather than use walkmesh cutters to create subtler shapes around the boles. I don't like the thought of players walking right through the trunk of an oak tree in the middle of a village green, any more than I like the thought of village greens that don't sport at least one ancient oak.
It's probably a friendlier approach in terms of baking; no new walk mesh triangles need to be added, so it doesn't push the limit per grid square. Plus you are adding back in the ones that you make non-walkable.
#9
Posté 23 juin 2014 - 06:45
It's probably a friendlier approach in terms of baking; no new walk mesh triangles need to be added, so it doesn't push the limit per grid square. Plus you are adding back in the ones that you make non-walkable.
I think that's the better way too, painting out areas is much tidier.
Single trees get a cutter so that even the drunkest villager cannot stagger through the green oak.
PJ
#10
Posté 23 juin 2014 - 07:21
The village children feed it kites.
- PJ156, rjshae et 4760 aiment ceci
#11
Posté 24 juin 2014 - 05:55
The village children feed it kites.
That's really nice imagery.
PJ
#12
Posté 13 juillet 2014 - 02:47
Walkmesh cutters arent intended for outdoor. Your player cant step in anything smaller than the triangles that you paint with anyway (via the non walkable brush) so having an intricate tiny trigger is a waste of time and calculation time when you bake the area. Indoor areas need triggers because they can't be painted.
#13
Posté 13 juillet 2014 - 12:47
If you need a standard 4-sided walkmesh helper changed to an unusual shape outside, you'll have to use a walkmesh cutter to get it to that shape, because helpers override the ground properties.
#14
Posté 13 juillet 2014 - 12:51
That's really nice imagery.
PJ
Not mine, it's a reference to Charlie Brown comics
http://img3.wikia.no...b6/Pe670219.jpg
#15
Posté 13 juillet 2014 - 05:40
... iambic tetrameter





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