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Invisible Bridges ie Moonbridge

Posted: Wed Jan 23, 2008 4:59 pm
by Rick7475
OK, I've been held up trying to make the Moonbridge. I thought it was a simple thing to do, but alas, so naive was I ....


Anyone have any ideas? I have the effect, but can't get a walk way across.

Tried making walkmeshes, invisible bridges, etc, can't get anything to work ... yet

Posted: Wed Jan 23, 2008 5:45 pm
by Wynna
Indio knows. My PC has walked on an invisible Moonbridge Indio fashioned. It's certainly beyond me.

Posted: Wed Jan 23, 2008 7:17 pm
by peterdin
Did you try putting a walkmeshhelper?

There's on the NWN2 vault walkmeshhelpers available (they are also in the toolset, but they dont have the walkmesh ramp)
I can imagine you need a ramped helper to get you on the bridge..

Posted: Wed Jan 23, 2008 8:43 pm
by AcadiusLost
I know I'd played with spanning a stretch with an invisible moonbridge a bit in a test module, but the walkmesh part eluded me, and I moved on to other things. Reading about the ramp walkmesh helper placeable Peterdin mentions, it seems like it could work with that plus some placed effects to mark the edges of the span (I'd found a few that looked pretty nice in my brief explorations).

The walkmesh helper ramps off the vault may be a little tricky to use, as they're overrides which include a placeables.2da (which would conflict with the custom placeables.2da we've got in the haks)- if you'd like I can look into taking a stab at that bit at the same time I'm getting the ACR configured and DMFI installed- If I get it basically walkable, you can always go back over it to adjust the looks to your satisfaction with an update afterwards.

There may be some tricks with baking, then changing the placeable appearance to null afterwards that might achieve a similar end, as well.

Posted: Wed Jan 23, 2008 10:01 pm
by indio
I wish it were really complicated to justify such wonder...sadly it's a simple trick of the eye.

Grab an arched bridge placeable Rick and place it over the river from bank to bank. Bake the area (go have lunch while this happens), then you have two options.

If it's baked properly and the walkmesh is in place, change the appearance of the bridge to the Collision Box....this will make the bridge invisible.

If you need to rebake the area for whatever reason, switch it back to its proper appearance.

You can also delete the bridge after the bake and the walkmesh will still operate properly, but then if you rebake you've got to replace the bridge. Pretty sure it was Teric who gave me that last hint.

There's one thing Wynna will have noticed when walking across the bridge...you can't turn your camera to look over the side. The reason is the bridge has handrails which become quite high in the bridge-enlargement process, essentially coralling your camera while crossing the bridge.

Posted: Wed Jan 23, 2008 10:49 pm
by Teric neDhalir
... or use a walkmesh helper (Placeables>Misc Props). Make sure it is set to walkable = false. Go figure.

Top o' the world, Ma!
Image

Example file here.

Posted: Thu Jan 24, 2008 3:59 am
by darrenhfx
lol nice :)

Posted: Fri Jan 25, 2008 7:46 pm
by peterdin
tried something more easy (cause walkmeshhelpers are a pita..)

setup a bridge with steps (make sure the postion is ok, otherwise you wont get a proper walkmesh

Image
bake the thing and set the appearance of the placeables to "none" (in the property window)
Image
IG it looks like
Image
Image

good luck

Posted: Fri Jan 25, 2008 8:04 pm
by indio
Beautiful.

Posted: Fri Jan 25, 2008 10:49 pm
by Teric neDhalir
Ooh, that's sly. Good tip. What happens when you bake again, tho'?

Posted: Sat Jan 26, 2008 2:04 pm
by peterdin
your walkmesh is gone..
you have to set the apearance back to the original placeable again and then bake..

put they're still in the original position.. so it's not to bad at all :)

Posted: Sat Jan 26, 2008 2:34 pm
by darrenhfx
heh I can imagine the difficulty in trying to convince an Uthgardt to try and walk across it.

Nice option PD :)

Posted: Tue Jan 29, 2008 2:07 am
by AcadiusLost
The trick to it was: setting the placeable to Walkable: FALSE, and Static, then baking- this caused it to affect the baked walkmesh. Switching the appearance to NONE after the bake finished the process. Here are two screenshots:

Image

Image

The "Spirit Trap" FX placed along the span originally look fairly blinding ingame, so I got to just these lake-fog ones- not entirely happy with them though, may change it up down the line.

Posted: Tue Jan 29, 2008 2:15 am
by danielmn
Not only is that ingenious, but just wow to look at. You guys rock!

Posted: Tue Jan 29, 2008 2:26 am
by Rick7475
Thanks so much. I just didn't have the time over the last few days to work it out and I knew you guys could :)


I'll be working on the Silverwood Exteriors over the next few days and a few interiors.

Thanks again.