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Interior Level - Walkable Tiles Issue


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#1
Challseus

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Hey all.

So, I have an interior level, that has different levels accessible via stair cases. Now, in one particular area, I am using 6 of the same tiles for the floor. However, Whenever I walk over one of them to the other, I seem to fall through the ground slightly. I can still run around, but the screen gets dark, I am slightly lower than I should be, and most importantly, I cannot see the PC. Here's a screenie:

http://i805.photobuc...us/walkmesh.jpg

I selected 2 of the floor models, and even overlapped them, just to make sure I wasn't falling into the gap between them. Interestingly enough, when I move to the right, the issue occurs. If I move up or down onto another one, it works just fine.

Any ideas?

Thanks.

#2
Nemorem

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Very weird. Shot in the dark here, but are all the tiles organized under the same room? I've seen some weird things happen when I have a model under the wrong room - especially if the room isn't connected (via Room Properties) to the room I intended to place it in.

#3
Challseus

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Nemorem wrote...

Very weird. Shot in the dark here, but
are all the tiles organized under the same room? I've seen some weird
things happen when I have a model under the wrong room - especially if
the room isn't connected (via Room Properties) to the room I intended
to place it in.


Hey.

Yeah, they are definitely within the same room. In fact, the current interior level only has one room at the moment.

In the interim, I ended up adding a bigger floor model over top of the problem ones, and it works no problem. So, perhaps it's an issue with the model itself? I'll report back with the exact model name when I get home from work.

#4
Challseus

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Okay, nothing is working, and it's damned frustrating. Here's something I noticed. In the areas where I have no problems, I have little green dots where I can walk, as shown is this picture:

Posted Image

Now here is the area where I am falling into the abyss when walking off the round flooring thingy:

Posted Image

Notice how the green dots disappear when walking up the set of stairs. Even still, I can walk up them no problem and get on the round thing. It's when I get off of it on the other side that I fall into the ground. Ideas, please?! Posted Image

Modifié par Challseus, 16 mars 2010 - 03:14 .


#5
TimelordDC

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Is it possible that the pathfinding picked up the floors that you've laid below? Maybe that is where the green dots (that designate the walkable area) disappear to?

Did you try removing them and having only one floor model?

#6
Qutayba

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The problem is that you've walked off of the walkmesh (need to have green dots under you, or it gets freaky!). It looks like your path is being blocked by something. Check precisely where the green dots stop (It looks like it's at the doorway. Have you redone pathfinding since adding the stairs, by the way?). My guess is that you may want to use prp/collision/step invisible objects placed at appropriate places under the stair, and then redo the pathfinding.

#7
Hammer Fang

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are you trying to do pathfinding under an archway? If so, that's why it's not working. The pathfinder shoots rays straight down, and will stop at archways. You can set the 'visible' option to off (on the archway, and try pathfinding again. Remember to turn the ' visible' option back on before exporting.

#8
Sunjammer

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Challseus wrote...
Notice how the green dots disappear when walking up the set of stairs. Even still, I can walk up them no problem and get on the round thing. It's when I get off of it on the other side that I fall into the ground. Ideas, please?!

WSAD allows you to drive your character based on the terrain rather than the walk grid (at least until you bump into some collision mesh). I would hazard that if you were using click-to-move during testing you'd stop at the edge of the green dots on the stairs.

It sounds like the edge of the one of the two sections is not walkable and so it is breaking the flow of the walk grid from your initial start point.  Adding a second start point in the round section should generate the walk grid for that part. This may fix your issue or it may simply reveal a row of red dots across the stairs.  If left with the latter you might have to overlap the models more; use another walkable model as a "bridge" or fudge it with an area transition.

Incidentally what is the walk grid height set to in the area's property compared to the height of the arch? Could it be the arch is simply too low? Unlikely I guess since you're not using custom content. However if nothing else works  you could always try reducing the Character Height and/or Clearance values in the Pathfinding category in the Area's properties.  A finer walk grid (i.e. smaller Separation) might also help reveal the problem.

#9
Challseus

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@ All

Thanks for all the suggestions/comments. So, as many of you guessed, the problem was with the 2 models that had stairs. Essentially, the one set of stairs leading up under the archway were fine. However, when I tried to connect the other model with the stairs continuing to lead up, I left a small gap between them. I mean, it was one hell of a small gap! Once I moved them together, and generated the walkmesh again, I had the green dots everywhere I should have.

Oh, and I was definitely walking around using WASD, instead of the mouse. As soon as I tried the mouse, I couldn't move up the stairs (until I fixed it, of course). Meh, you live and you learn.

Thanks again for the help, guys!

#10
JasonNH

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That's good to hear. It's always nice when someone reports back with the solution too, so thanks for the update.