Dark Ruins Tileset - Cramped Walking Tiles ... Walking ERROR
#1
Posté 05 mars 2015 - 04:26
Just when I think I am making progress, I come up against another problem ... This time I am having some very strange "walk" behaviour from companions (non-possessed members) when I walk upon "certain" tiles from (I believe the RWS DARK RUINS) tileset.
The PCs will be walking along just fine and then as I enter a certain tile (there may be more than one as it happens in a couple of places), the following PCs will suddenly wander as close as they can to my PC to the point where they are juddering trying to invade my body space.
Any ideas anybody?
Anybody else had this problem?
Is there a fix?
I am going to try changing these tiles and baking again, but let me know if its a known issue or there is anything else I should know.
EDIT: Tile TL_DR_WWCC_01 appears to be the culprit ... there may be others I have not found yet.
Thanks in advance,
Lance.
#2
Posté 05 mars 2015 - 04:40
Perhaps it's an issue with the walk mesh? Do the mesh triangles seem unusually sparse at that location?
#3
Posté 05 mars 2015 - 04:58
Perhaps it's an issue with the walk mesh? Do the mesh triangles seem unusually sparse at that location?
Hi rjshae,
I just tested that actually, and it is not that problem. I even deleted the .trn and replaced and re-baked and still had the walking problem with that particular tile. I was able to confirm by replacing that tile (one wall with two pillars opposite) with the (one wall with door and two pillars opposite) and it worked fine.
Therefore, I will be using this tile for any renditions of the "faulty" one and have them as "false" doors, which works quite well actually, as you can make the doors static and they look like part of the wall design.
However, if anybody resolves the issue with this tile, I would appreciate a heads up so I can add the fix to my version of the set.
I will have to check out the rest in that area now, and will let you know if I find any others broken. (It may not be until tomorrow now, as I am done for today.)
Thanks for helping look into this issue rjshae.
Lance.
#4
Posté 07 mars 2015 - 09:50
In comparing the two models (wwcc_01 vs. ddcc_01) in blender, I can't see any reason why you would be experiencing any difference in behavior between the two. They look virtually identical, except for the door area. Strange. ![]()
Does it make any difference if you insert a couple of placeables near the spot then rebake?
#5
Posté 09 mars 2015 - 11:25
In comparing the two models (wwcc_01 vs. ddcc_01) in blender, I can't see any reason why you would be experiencing any difference in behavior between the two. They look virtually identical, except for the door area. Strange.
Does it make any difference if you insert a couple of placeables near the spot then rebake?
Hi rjshae,
OK, I tried making a new area using just the faulty tile and the alternative (with door) version and I get the same results ... even when I tried adding a placeable and baking again. Here is an image showing what the following PC does, in case my current explanation needed any more clarification.

Basically, as soon as the PCs wander into the faulty tile, Barran does not stop running around the main PC, as if he was some sort of over-excited dog being told "walkies!"
QUESTION: Is it possible my own file that controls this tile is corrupt? Do you have a version I could download and test? EDIT: I would not know which file controls this procedure.
Lance.
#6
Posté 09 mars 2015 - 04:24
Do you remember where you got your copy of the tileset from? I know that running the tile models through 3DS Max can sometimes produce weird little issues.
#7
Posté 09 mars 2015 - 04:45
Do you remember where you got your copy of the tileset from? I know that running the tile models through 3DS Max can sometimes produce weird little issues.
Oh my! That goes back years! I really could not say, except that it was most likely from the original Vault.
I do know that it is part of the RWS all in one pack, with a couple of additional hak fixes to fix some other issues with it. Here is a screenshot of the main haks ...

Cheers,
Lance.
#8
Posté 09 mars 2015 - 05:01
#9
Posté 09 mars 2015 - 06:17
Okay, well you could try experimenting with this release (1.2) and see if it works any better.
Hi rjshae,
Okay, I'll try downloading that and giving it a go. Although, I may try in a separate module, as I do not want to risk upsetting the main module with any unforeseen changes ... unless you think it really should be quite straightforward. That said, if the new set does work, I may try to ascertain which file fixes it and include it in a priority hak so that people can still download the all in one without causing issues (for ease).
Although, have you made an all in one up to date version as well?
Regards,
Lance.
#10
Posté 09 mars 2015 - 07:22
Hi rjshae,
Okay, I'll try downloading that and giving it a go. Although, I may try in a separate module, as I do not want to risk upsetting the main module with any unforeseen changes ... unless you think it really should be quite straightforward. That said, if the new set does work, I may try to ascertain which file fixes it and include it in a priority hak so that people can still download the all in one without causing issues (for ease).
Although, have you made an all in one up to date version as well?
Regards,
Lance.
Nope I haven't built an updated all-in-one. My plate has been full of things I've wanted to build, alas. ![]()
#11
Posté 09 mars 2015 - 09:01
Nope I haven't built an updated all-in-one. My plate has been full of things I've wanted to build, alas.
I know that feeling.
I'll let you know the results when I get the time to check.
Lance.
#12
Posté 09 mars 2015 - 09:21
UPDATE: OK, I decided to simply add the entire RWS new hak of yours as a priority over my existing (without changing anything else) and that DOES fix the problem. So, now, I am going to try to narrow down the particular file ... or I may simply leave the entire hak as another requirement.
rjshae, if you know which file I should be considering (to narrow this search down) please let me know.
Thanks,
Lance.
#13
Posté 09 mars 2015 - 09:23
Based on your description, it would be one of the WWCC tile(s)--wall (WW) on one side; columns (CC) on the other.
#14
Posté 09 mars 2015 - 09:36
Based on your description, it would be one of the WWCC tile(s)--wall (WW) on one side; columns (CC) on the other.
Hi rjshae,
It appears that the new tl_dr_wwcc_01.mdb FIXES the walk issue, but I am left with missing textures now, when I replace just that one file. Can you tell me which other files I need to copy across to make the new mdb file work and show with the correct textures. I tried copying what I thought were the obvious ones (with floor in them), but that did not appear to work.
Cheers,
Lance.
EDIT: For the sake of only downloading another 25 MB, I left your newer hak as a priority and that fixes the issue.
#15
Posté 09 mars 2015 - 11:21
For tl_dr_wwcc_01.mdb textures I see:
- tl_dr_floor, tl_dr_floor_n, tl_dr_floor_t
- tl_dr_wall, tl_dr_wall_n, tl_dr_wall_t
- tl_dr_detail1, tl_dr_detail1_n, tl_dr_detail1_t
- tl_xx_blacktexture -- this one comes with the standard tiles
#16
Posté 09 mars 2015 - 11:40
For tl_dr_wwcc_01.mdb textures I see:
- tl_dr_floor, tl_dr_floor_n, tl_dr_floor_t
- tl_dr_wall, tl_dr_wall_n, tl_dr_wall_t
- tl_dr_detail1, tl_dr_detail1_n, tl_dr_detail1_t
- tl_xx_blacktexture -- this one comes with the standard tiles
Thanks for this info rjshae!
I may just use these files after all then, as it will help to keep downloads down when the time arrives.
BTW, good to see how you do "lists" in these forums.
Cheers,
Lance.





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