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Collision Barriers in Interior Levels?


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#1
Qutayba

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In exterior levels, you can add collision walls to keep your creatures from jumping off cliffs when the automatic pathfinding is a bit off.  That option appears to be greyed out in interior levels.  My cave has a cliff in it.  I want the pc to be able to look over the edge, so I don't want to block it all up with rocks.  Is there another way to add collision so no one falls through the map?

#2
FollowTheGourd

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There might be a better way, but inferring from one of DarthParametric's posts I saw when googling an error message, I think you can first just place some models to block it off anyway (say plc_barricade* if you have nothing custom for it), generate pathfinding, and then make the model's "export to game" field false afterwards. Although you'd have to make it exportable again if you want to update the pathfinding.

Maybe easier would just be to make something with a transparent texture so you don't have to keep changing the export settings? Might be possible to just reskin a copy of a barricade.

Modifié par FollowTheGourd, 09 février 2010 - 06:46 .


#3
-Semper-

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if you want to block the pc, just use the model named prp_collision_wall_0. i have not tried them, but i think that's what they're for^^ there're also invisible objects. if they've got a collision box i dunno.

#4
Qutayba

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I imagine that object will work. It's a shame you can't just lay them out as with an exterior level, but probably has something to do with landscape mapping.

#5
FollowTheGourd

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Yep, it's what they seem to use in single player levels that got released - even using them to fence off other geometry like a collection of barrels and other small placeables (like a walkmesh cutter in NWN2) - maybe to simplify pathfinding? Or maybe just so you don't get stuck on or between stuff? Or both...

#6
DarthParametric

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FollowTheGourd wrote...

There might be a better way, but inferring from one of DarthParametric's posts I saw when googling an error message, I think you can first just place some models to block it off anyway (say plc_barricade* if you have nothing custom for it), generate pathfinding, and then make the model's "export to game" field false afterwards. Although you'd have to make it exportable again if you want to update the pathfinding.


Yes, I just used wall and floor tiles to generate pathfinding for the custom (collision-less) models in the Irenicus Dungeon level, but it's a laborious process as you suggested. I hadn't seen prp_collision_wall at the time and haven't had a chance to play around with the level any further to try it out. You could make your own custom equivalents fairly easy now in Max/GMax using Chewy Gumball's export script.

#7
thebigMuh

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prp_collision_wall_0 <-- small thin wall part

prp_collision_step_0 <-- same thing but on it's back, great for making steps

prp_col_wall_0 <-- my favorite, just the right size to quickly block reasonably large areas

dne_bigcol_01, dne_bigcol_02 <-- huge collision chunks



I've used them, they work great. You have to turn on display of collision meshes to see them (they're invisible).



Ciao, muh!

#8
Qutayba

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Thanks for the help, all. The big chunks seem most useful. With the little walls, there always seem to be tiny holes that the pc can slip around. I notice Bioware mostly had "curbs" or something structure along the edges of drops and cliffs. It makes pathfinding easier, but it cuts down on certain scenery possibilities.