one tile blocked in interior area
#1
Posté 11 mai 2015 - 08:30
#2
Posté 11 mai 2015 - 09:09
Which tile name and variant?
#3
Posté 11 mai 2015 - 10:07
#4
Posté 11 mai 2015 - 11:27
I'm not able to reproduce your issue. Where did you get the set from?

#5
Posté 12 mai 2015 - 01:48
Kamals tile project. I am not sure if adobe is the issue or its just some weird crap going on. The bake mesh of my sw corner is all non walkable including the protruding chair that sticks into the next tile which is walkable.
#6
Posté 12 mai 2015 - 03:14
Kamals tile project. I am not sure if adobe is the issue or its just some weird crap going on. The bake mesh of my sw corner is all non walkable including the protruding chair that sticks into the next tile which is walkable.
Unfortunately I've seen this before, or at least I believe I have. Whatever Kamal is doing to the tiles in 3DS Max will sometime mess up a tile's walk mesh. I'll see if I can grab a copy and fix it.
#7
Posté 12 mai 2015 - 03:36
I downloaded the current version and everything looks to be okay. Hmm...
#8
Posté 12 mai 2015 - 09:37
Unfortunately I've seen this before, or at least I believe I have. Whatever Kamal is doing to the tiles in 3DS Max will sometime mess up a tile's walk mesh. I'll see if I can grab a copy and fix it.
I don't do anything in gmax to the tilesets you make. I assume you make them right. I make the unified 2da and put the tiles in the folders and make some basic checks in the toolset on retexturing/retinting.
#9
Posté 12 mai 2015 - 12:22
#10
Posté 12 mai 2015 - 12:24
did verify that it worked when switching that corner to a cave corner. what the deuce!
#11
Posté 12 mai 2015 - 12:26
PS 2 walls plus pillar does work for adobe for baking. WTH????
PPS door with 2 walls no pillar, same blocking issue.
Summary:
2 walls corner = blocked
2 walls corner 1 pillar = working
corner with 1 door = blocked
corner with 1 door and pillar = blocked
#12
Posté 12 mai 2015 - 12:36
Incidentally, the Another_new_restless tileset was substituted, and half of the tiles are normal and two for some reason have a horrible multiple overlap mesh blocking issues (looks like a messy spiderweb) even though some blocks the same type, are clean. This is systemic no?
#13
Posté 12 mai 2015 - 02:23
PS 2 walls plus pillar does work for adobe for baking. WTH????
PPS door with 2 walls no pillar, same blocking issue.
Summary:
2 walls corner = blocked
2 walls corner 1 pillar = working
corner with 1 door = blocked
corner with 1 door and pillar = blocked
Baking depends on the walkable face count in the walk mesh--you're limited to 255 faces total. The 2 walls plus pillar uses fewer walkable faces than the 2 walls without the pillar. Are you sure you don't just have too many placeables in that tile for it to bake? What happens if you make them environmental objects and use a walk mesh cutter with a simple outline?
I suppose I could go through and trim back on the open mesh to make it easier to bake.
#14
Posté 12 mai 2015 - 08:45
Incidentally, the Another_new_restless tileset was substituted, and half of the tiles are normal and two for some reason have a horrible multiple overlap mesh blocking issues (looks like a messy spiderweb) even though some blocks the same type, are clean. This is systemic no?
That's a tileset that I wouldn't have included if I was exercising editorial restraint over which tilesets I was including instead of going for the kitchen sink. Modder restless made two tilesets, and in my opinion they're not really up to nwn2 standard.
#15
Posté 13 mai 2015 - 12:04
Can you try substituting this tile and see if it makes any difference?
I reworked the walk mesh to have half the number of faces (130 -> 66).
#16
Posté 13 mai 2015 - 12:11
#17
Posté 13 mai 2015 - 12:13
#18
Posté 13 mai 2015 - 03:26
Wow, turns out there is an extremely limited number of placeables allowed in this custom adobe set. I had to make half the chairs environment.
This new download will increase that threshold?
#19
Posté 13 mai 2015 - 03:43
Unless you want placeables to be usable or block line-of-sight, there's really no good reason *not* to make them environmental by default. That way they won't further subdivide the walkmesh, which can not only lead to unwalkable areas but also tends to screw up path-finding for creatures and party members.
#20
Posté 13 mai 2015 - 03:46
They are there to block line-of-walking. As tables usually do...
#21
Posté 13 mai 2015 - 04:00
I have never had an issue like this ever. You can see there's only tables and chairs. I'm trying a brand new area again
I actually have encountered this before, and it was with the standard interior.
Wow, turns out there is an extremely limited number of placeables allowed in this custom adobe set. I had to make half the chairs environment.
This new download will increase that threshold?
Yes, the base walk mesh for this tileset has more faces than is typical. The download was just to test if reworking the mesh on that tile resolves your problem, in which case I can go back and work on the rest.
#22
Posté 13 mai 2015 - 04:33
They are there to block line-of-walking. As tables usually do...
Walkmesh clippers around environmental objects would do a better job. I like to turn on snapping while I paint down walkmesh clippers, so I can follow the existing walkmesh triangles wherever possible. That usually results in walkmesh clippers that don't subdivide the walkmesh at all.
You know that a module author has simply used static placeables when party members get stuck behind furniture while trying to follow you in indoor areas. All those little subdivided walkmesh triangles can confuse the pathfinding algorithms.
#23
Posté 13 mai 2015 - 11:01
About the spiderweb mesh, it happens in a lot of tiles, too numerous to actually mention. But in my experience, it doesn't affect the mesh. So far the only irregularity I've noticed is that it looks weird in the toolset.
#24
Posté 17 mai 2015 - 05:20
Ok so I guess it is working, I would recommend implementing that lower poly count version no matter what. But my problem is resolved.
#25
Posté 17 mai 2015 - 06:22
Ok so I guess it is working, I would recommend implementing that lower poly count version no matter what. But my problem is resolved.
I posted the fix as an update to the tileset.





Retour en haut







