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Area corruption - Causes?


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13 réponses à ce sujet

#1
Jereniva

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I had an area "corrupt" on me last night, first time I think I've ever seen this.

Only hak or anything non-Vanilla out-of-the-box is that I also added the Grinning Fool UI add-on last night.

 

I was making a small interior area (3x3), put a few placeables, tables/chairs, kitchen equipment, a few fireplaces with sound and vfx, not much maybe a half-hour's work. I baked and tested it, and it worked. Did some more work with placeables, and I also made a previously open corner in to a 1x1 room, adjusting the other tiles to match the new walls.

 

When I went to bake that area, I could tell the bake dialog box was over way too quickly, and when I was in there testing, I couldn't move the PC from one tile to another, specifically couldn't move from the original area in to the newly added area. I could also move the starting point to that new room, but couldn't move out of it.

 

I copied it out, the copy did the same.

I emptied the copy of all placeables, and could walk all over the place with no problem.

 

I am not going to spend time trying to salvage the area, already deleted it, but I wanted to ask if anyone has had this problem before, and can give advice so that I don't do it again!

 

Thank you for reading this lengthy post

 

 



#2
rjshae

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You can end up with an unwalkable tile without it necessarily being corrupt.

 

Each tile is only allowed a limited number of mesh triangles (faces): 255. If you have too many placeables in a tile, it can end up needing more mesh triangles than are allowed to complete the bake, so it makes the entire tile unwalkable.

 

The usual fix is to use the walk mesh cutter to trace a simple outline around groups of placeables, and then turn the placeables into environmental objects. (A recent suggestion posted here was to use the walk mesh cutter in combination with the snap tool, to minimize the need for acquiring extra faces.) Another option is to put placeables across tile boundaries, so it can "borrow" mesh faces from the neighboring, less-busy tile(s).


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#3
Jereniva

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Thank you for the reply! 

I did not think I had very many placeables on there!

I'll keep an eye out for that, if it happens again to me.



#4
Tchos

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Yeah, that area almost certainly was not corrupt, and just had too many placeables in at least one of the tiles.  It sounds like you didn't have the visible walkmesh turned on in the toolset, or you would have seen the problem before you tested it in-game.  Alongside Bob's suggestion of turning them into environmental objects, you can also opt to select the "walkable" option on the placeables, if you need them to actually be placeables for some reason and not environmental objects (for instance, if you want to attach scripts to them.)


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#5
rjshae

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Thank you for the reply! 

I did not think I had very many placeables on there!

I'll keep an eye out for that, if it happens again to me.

 

Sometimes you don't need that many. It depends on how many mesh triangles the tileset is already using, and the placement and irregularity of the placeables. I've had tiles fail to bake with less than a half dozen placeables.


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#6
Jereniva

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Thank you to you both. I'm glad to know it's not something buggy, and a problem I can fix if it comes up again.

 

Probably the issue was two rows of chairs, maybe twelve total, facing a little stage.

I intended to make them environmental, and use a walkmesh cutter, but I was just dropping a few tables & chairs down and had not done it yet. 

This was late last night, too, tired minds don't always think straight!

 

I appreciate that there's still a few people around who know this toolset backwards and forwards! 



#7
Jereniva

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It's still doing it...  It doesn't seem right that 5 "bar" pieces and 5 stools is too many placeables for a tile. I've put a hell of a lot more than that on a tile and not had this happen.

 

Tchos, you mention walkmesh turned on - I have it turned on, but empty or full of placeables, it looks same to me. What am I looking for?

 

I notice that the tile that seems to do it is the one under Standard Interior, Floor_4_corners, and the ceiling is black, not like the rest of Standard Interior ceiling.

Is this relevant?

 

Being as this issue does not happen to anyone else, I have to believe it's something I've done, modified, changed, or whatever.

I added the Baldur's Gate module recently, I also installed Crimmor, but have not dug in to it.

I have nothing related to tiles in my override.

Any other ideas.



#8
Tchos

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Any haks attached to your module?  Something in there might affect the tiles.  It doesn't sound good to have a tile with a black ceiling.  That does sound like a problem with the tile.  Does it need to be that tile? 

 

I don't know if you have this toolbar plugin, so this may not help, but these are the two buttons involved in showing the walkmesh.  The second button (which I circled in magenta, and represents the baked/unbaked toggle) I leave on all the time, and no walkmesh is ever visible that way.  The first one (circled in cyan) I leave off until I want to view the baked walkmesh, and then I turn it on.  I turn off the second one if I want to paint a walkable or non-walkable area on the ground, because if it's on then it won't change as I paint it.


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#9
4760

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If you don't have the toolbar installed, you'd be looking for "show grid" and "show baked" (or something along these lines, I am using a French version of the toolset ).
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#10
Jereniva

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Thanks for all advice, I was confusing wireframe with surface mesh, so that's why I didn't see the white outlines of baked placeables.

I see it now.

Last night, I did a test and put the "Bar Set" prefab on each tile of the map, and baked it, then ran through and I could not enter one of the tiles. Just now when I looked at the surface mesh, i could see that this entire tile was unwalkable and had a white outline.

But I baked it and bam, it had a walkmesh...  This was *not* the tile that seems to have the ceililng missing.

 

Thanks for the help!



#11
-Semper-

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It's still doing it...  It doesn't seem right that 5 "bar" pieces and 5 stools is too many placeables for a tile. I've put a hell of a lot more than that on a tile and not had this happen.

 

to be clear it's better to always turn placeables into environmental objects if you don't need them for script wiring. even if you need them you can follow tchos' way of setting the objects to walkable via the properties.

from your description it sounds like you hardly use the environmental conversion.


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#12
Tchos

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Yes, there are only two reasons I can think of for leaving a placeable as a placeable and not as environmental objects.  The first is if it needs to be scripted (including being usable/interactive itself, or being used as a reference [such as location] by a script, or having variables stored on it, or if you plan to destroy it during the course of the game, etc.), and the other is if it's a wall or something like that which needs to block the camera from moving behind it and obscuring your view of the PC.

 

I usually bulk-convert placeables in a room to environmentals by making nothing selectable except for placeables, dragging a selection marquee around them all, and selecting "convert to environmental object".  Technically, you shouldn't even need to change the selection filter, because "convert to environmental" won't affect anything except placeables.

 

Of course, if you find later that you need to convert an environmental back to a placeable, be sure to add hit points to it, because the conversion process makes the object lose all of its hit points, and that makes it not work when you try to use it.


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#13
Jereniva

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to be clear it's better to always turn placeables into environmental objects if you don't need them for script wiring. even if you need them you can follow tchos' way of setting the objects to walkable via the properties.

from your description it sounds like you hardly use the environmental conversion.

 

When they're decorative items, yes, I will turn them environmental.

In this case, it was table and chairs, and a bar. I wanted everything useable for different reasons. I wanted the chairs to be sittable, the table to be used to begin a "card game" conversation, and I had the bar useable to start a conversation.

In rooms where I have combat planned, I will use different methods depending on whether I want people to be able to fire missiles across the room, over items, or do I want to force melee.



#14
Jereniva

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Of course, if you find later that you need to convert an environmental back to a placeable, be sure to add hit points to it, because the conversion process makes the object lose all of its hit points, and that makes it not work when you try to use it.

 

Good tip, thanks.