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Walkmesh issue


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11 réponses à ce sujet

#1
AaronH

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I'm currently having problems with the walkmesh in one of my areas.

I've made the non-useable props (fences etc) to environmental, and put a walkmesh around it.

Some other placeables are just normal, but I get this square, where it's unwalkable.

It's not the size of a tile, so any suggestions on what's causing it :s?

 

 

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#2
rjshae

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You're limited to 256 walk mesh faces per tile square. Something you're doing there is pushing it over the limit.



#3
Tchos

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If that's an exterior area, you can reduce the number of mesh faces on that problem tile by removing the walkmesh cutters and instead using the terrain "non-walkable" brush to define your walkable areas.  That way, it's not splitting the large triangles into many smaller ones when your cutter cuts across one.



#4
AaronH

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If that's an exterior area, you can reduce the number of mesh faces on that problem tile by removing the walkmesh cutters and instead using the terrain "non-walkable" brush to define your walkable areas.  That way, it's not splitting the large triangles into many smaller ones when your cutter cuts across one.

Thanks, that helped :P



#5
andysks

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Sometimes I take the extra effort to even make non-walkable the space where a boulder sits insteado f using cutters. It requires time, but I find it a good way of creating my walkmesh :).


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#6
Tchos

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I've been doing it even for trees in some places.  I've found that the walkmesh sometimes benefits from the broader strokes than I used to use with the cutters, since I noticed that when I placed cutters where they looked like they should go, the characters' body bulk went a little too close to them anyway, clipping into what should have been solid objects.  When I started using the terrain polygons, the larger area tended to keep a better buffer between creature and object.  Plus, as has been mentioned by others, going along the polygons helps keep creatures from getting caught on corners.


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#7
GCoyote

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I sort of stumbled on to that technique as well but I'm more comfortable now that I see some more experienced modders (much more) confirming that this helps. For a while I just figured I had a crappy computer.  :unsure:


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#8
ColorsFade

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I've been using that technique for a while. It's great for most areas. 

 

There is one caveat I learned about this weekend, however: 

 

Walkmesh helpers trump the non-walk spaces, and walkmesh cutters trump the walkmesh helpers. 

 

So if you have a really complicated walkmesh area, the best method seems to be to use one big walkmesh helper, and then cutters. and forget about the non-walk areas. Because the walkmesh helpers will override them anyway. 

 

I have a really complicated walkmesh in one area with a lot of docks, Heed's boardable ship, bridges, and a connecting ramp. I tried a lot of different ways to bake it and a lot of different configurations of walkmesh helpers. 

 

You might expect the non-walk areas to get obeyed no matter what, but this is not true when the walkmesh helper overlaps the same space. 

 

So, with a complicated area, what I learned was the easiest method was to make one huge walkmesh helper, and then use only cutters to defined the non-walk areas. And of course, set all docks to environmental objects, etc. 

 

Doing that, I was finally able to get a decent bake. 



#9
kamal_

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Walkmesh helpers trump the non-walk spaces,

They trump everything except the cutters, even tileset walls...


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#10
ColorsFade

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They trump everything except the cutters, even tileset walls...

 

That's interesting... so can you get a character to walk through a wall with those?



#11
kamal_

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That's interesting... so can you get a character to walk through a wall with those?

Yes, I used it to do just that in Crimmor, it's actually a plot point in the main plot. By using a collision ball you can block passage until you want to create/destroy the ball to control passage if you don't want a permanent passage.

 

Here's a youtube demo, the cursor and map revealing works just like you'd probably want it to: https://www.youtube....h?v=hnlMyulk_Lo



#12
ColorsFade

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Yes, I used it to do just that in Crimmor, it's actually a plot point in the main plot. By using a collision ball you can block passage until you want to create/destroy the ball to control passage if you don't want a permanent passage.

 

Here's a youtube demo, the cursor and map revealing works just like you'd probably want it to: https://www.youtube....h?v=hnlMyulk_Lo

I remember playing the beginning of Crimmor, which is why I asked. i figured that's how you did it. 

 

That's an awesome trick... I will have to remember that one :)