I need a fixer for a walkmesh/tile issue PLEASE

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CloudDancing
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I need a fixer for a walkmesh/tile issue PLEASE

Post by CloudDancing »

Main FTP: /NWN2/Modules/10%20Baldur's%20Gate/ERFs/Cloud/Cloudsswordsedge9.7.2011.erf
This is the original with some fixes to the walkmesh cutters.

/NWN2/Modules/10%20Baldur's%20Gate/ERFs/Cloud/Cloudsswordsedge9.7.2011A.erf
This is with the cutters removed and walls converted back to Placeables JUST on the bedroom floor.

The problem is, at key junctures, like doors into rooms, there are null walkmesh points/lines/whatever blockages which I have targeted possibly down to the headpieces labeled walls over the doors and hallways.

So far there is a block in the brown room.
In the blue room with the magic thayan lamp
in the red room with the striped rug
And in the bathroom to enter or move around the bathroom shower stalls to reach the bath.

Please help!

Cloud
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CloudDancing
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Re: I need a fixer for a walkmesh/tile issue PLEASE

Post by CloudDancing »

:(
Last edited by CloudDancing on Thu Sep 08, 2011 7:22 pm, edited 1 time in total.
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CloudDancing
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Re: I need a fixer for a walkmesh/tile issue PLEASE

Post by CloudDancing »

Image

This is the baked overview. The white lines tell a good story. Except some of them are passable ("bridge" overhead pieces) and some are not making blockages.

The yellow stars at the unwalkable areas/blocks.

Now how do we fix this? I can't do this alone.
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Teric neDhalir
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Re: I need a fixer for a walkmesh/tile issue PLEASE

Post by Teric neDhalir »

Cloud,
You're very nearly there...
In your version "A" where the walls are placeables convert the length of walls that are above the doorways to environment objects. That should open door holes in the mesh.

In the top right hand corner of your screenie where the whole tile is not baking the problem is caused by a short length of wall that's still an environment object. If you look at the bottom left hand corner of that tile on your screenshot you have a yellow star next to a floor torch. The short length of wall to the right of that wants to be converted to a placeable. That made the whole of that tile walkable for me.

Hope that helps,
Teric
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CloudDancing
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Re: I need a fixer for a walkmesh/tile issue PLEASE

Post by CloudDancing »

Thank you! You are right about the placeables/e objects. Making them walkable helped too.

PLUS Kemo's Bed Prefab can NOT overlap a cell edge. It does something bad to the cell because it has walkmesh helpers baked in. In fact most of this has to do with the experiment of using Kemo walkable beds prefabs.

Definately needs experimentation with outside live mods.

Right now I am chasing around ONE tile..that shifts every time I bake to another tile.

:(
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