PWK and Walkmesh and Placeables?
PWK and Walkmesh and Placeables?
First let me again state that modeling is an arcane black art to me....
A friend of mine custom-cut a placeable model out of a tileset for me, and for some reason, you can now walk on it, as a placeable.
Is this something that has happened before? Cause I'm no expert on the models and walkmeshes front.
A friend of mine custom-cut a placeable model out of a tileset for me, and for some reason, you can now walk on it, as a placeable.
Is this something that has happened before? Cause I'm no expert on the models and walkmeshes front.
- Bannor Bloodfist
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Several screenshots as an example.
This is a placeable made from my tin_smelter hak. It has no pwk, but I discovered a walkmesh plane in a model.
This is a placeable made from my tin_smelter hak. It has no pwk, but I discovered a walkmesh plane in a model.
[QUOTE=Helvene]Several screenshots as an example.
This is a placeable made my tin_smelter hak. It has no pwk, but I discovered a walkmesh plane in a model.[/QUOTE]
Yah, what Helvene said.
Funny thing is, it pretty much worked like a solid object with walkable surfaces....
And we both immediately wondered, why has nobody done this to beds?
This is a placeable made my tin_smelter hak. It has no pwk, but I discovered a walkmesh plane in a model.[/QUOTE]
Yah, what Helvene said.
Funny thing is, it pretty much worked like a solid object with walkable surfaces....
And we both immediately wondered, why has nobody done this to beds?
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lord rosenkrantz
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[FONT="Courier New"]The real issue would be for stand alone servers, as they ignore model files, and only load .wok .pwk and .dwk formats. So, a model without a corresponding separate walkmesh file would work properly if the client loads the module and the hak, but would likely have weird effects when loaded by a stand alone server, as the engine couldn't locate the walkmesh infos required for the placeable. If with your client you connect to a server that lacks the .pwk file, as all "collisions" and pathfinding are handled server-side, you would likely end up walking through the placeable[/FONT]
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lord rosenkrantz
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[FONT="Courier New"]Alright, after a test with a stand-alone server, the "unpredictable effects" are almost non-existent.
It is true that the server doesn't find the .pwk file, so for the server the character is truly walking through the placeable. But as all clients render the scenario using the .mdl file included in the hak, the character is always visualized on the bed, not walking through it.
As there are no particular events that require to know if the char is either on ground level or on the bed, the difference is irrilevant, hence the bed is walkable for all client-side purposes, and simply is ignored by the server with no harm for the scenario.
The placeable is classified as "Tile" though, and that seems to be causing some issues when the bed is placed on the edge between two tiles.
The "tile" classification probably allows for a more complex walkmesh (hence making it walkable), while the standard placeable walkmesh might not allow it.
It could be the reason for the issue on the tile edge.
That would require more testing, I guess[/FONT]
It is true that the server doesn't find the .pwk file, so for the server the character is truly walking through the placeable. But as all clients render the scenario using the .mdl file included in the hak, the character is always visualized on the bed, not walking through it.
As there are no particular events that require to know if the char is either on ground level or on the bed, the difference is irrilevant, hence the bed is walkable for all client-side purposes, and simply is ignored by the server with no harm for the scenario.
The placeable is classified as "Tile" though, and that seems to be causing some issues when the bed is placed on the edge between two tiles.
The "tile" classification probably allows for a more complex walkmesh (hence making it walkable), while the standard placeable walkmesh might not allow it.
It could be the reason for the issue on the tile edge.
That would require more testing, I guess[/FONT]
[QUOTE=lord rosenkrantz]
The placeable is classified as "Tile" though, and that seems to be causing some issues when the bed is placed on the edge between two tiles.
The "tile" classification probably allows for a more complex walkmesh (hence making it walkable), while the standard placeable walkmesh might not allow it.
[/QUOTE]
Standard placeable allow walk. It's the case of many placeables like smoke, lights, carpets, ground decorations.
The placeable is classified as "Tile" though, and that seems to be causing some issues when the bed is placed on the edge between two tiles.
The "tile" classification probably allows for a more complex walkmesh (hence making it walkable), while the standard placeable walkmesh might not allow it.
[/QUOTE]
Standard placeable allow walk. It's the case of many placeables like smoke, lights, carpets, ground decorations.