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Dynamic pwk (?)


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11 réponses à ce sujet

#1
werelynx

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Is there a way to dynamically spawn and despawn pwks or anything that would allow walking over certain areas?

 

I had a thought that if it would be possbile to do so one could make a bridge that could be walked on and then under after passing a trigger that would shift pwk lower or spawn it under bridge and despawn it from above the bridge.

 

Just an idea.



#2
The Mad Poet

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Okay... this is probably going to be one of those 'Facepalm' moments for me... but what's a PWK?



#3
Rolo Kipp

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<donning armor...>

 

PWK = Placeable Walkmesh.

Specifically where you *can't* walk.

 

And no, you can't make PWKs walkable, sorry.

You have no idea how much we all want this :-P

 

It will surely be in the next version of the engine, though :-)

 

(Don't shoot the messenger)

 

<...and accepting the messenger job>


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#4
MerricksDad

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You might look into something like this: http://neverwinterva...-block-tile-wok

 

Change the placeable over the tile when you need to switch.

 

I can only suggest NOT actually trying to do this, because in a multiplayer setting, or any setting where you have monsters following you, or henchmen, or minions, or whatever, when you change the placeable, it can get kind weird.



#5
NWN_baba yaga

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This was discussed many times and i gave up on this. But i have something done for my evergreen tree placeables back then. Spawning in a choped of version of the tree the lumberjack axed down. So you can have dynamic pwks yes, but not for a bridge i think. Z axes... 



#6
Proleric

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Have a look at this:

http://social.biowar...m/project/8951/

The general concept is to put invisible walkmesh in a tile. When useable, display a suitable placeable over it. When not in use, block it with invisible walls, optionally displaying a broken / closed placeable over it. Placeable display methods include open / close / activate / deactivate, cutscene invisibility (working around the hard-bake bug), or good old spawn & destroy.

Animations are highly recommended, because the timing is so precise that you can synchronise other effects perfectly. For example, I have a chase at sea; the hostile ship pulls alongside the player's vessel, its crew becoming visible at the last moment (of course, they have been standing on the invisible tile all along).

If you don't want to mess with tiles, you can still do the above, as long as the walkway is on level ground. CEP placeable doors work that way, for example.

Dynamic placeables don't render at a distance, of course, but that's business-as-usual.
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#7
Shadooow

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#8
Bhaal_MA

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There is already something like this in the game. There is a tileset named "barrows interior" (I apologize but my game is in Spanish so maybe the name is not exactly this one...) In this tileset there is group named "Final Area 7x7" with a transparent bridge, if you want to see it just activate the animation of the group. There are also some placeables that you can use to build the visible bridge.

 

In my module I use this group. Initially the placeables are not present and there are invisible walls that block the PC so you cannot cross to the center of the area. After activating a special object, the blocking walls are removed and the the bridge appears (in my case I use a path of lights instead of the special placeables).



#9
3RavensMore

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Now that is something I didn't ever expect to see in NWN!  That's pretty amazing.  Since I've not delved into pwks or animations yet, I'll just have to gaze at it and marvel...



#10
Proleric

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You have to log in first. I find that my e-mail and password for this site still work there.



#11
Tarot Redhand

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As I have, for security reasons (the adobe passwords fiasco), changed all my passwords in the last year I no longer have my password for that site. So looks like I'll have to go without.

 

TR



#12
Shadooow

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yea downloaded already looks amazing