PWK and Walkmesh and Placeables?
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Darklight
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Post by Darklight »

[QUOTE=lord rosenkrantz][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][/QUOTE]

Isn't keeping placeables off tile edges "A Good Thing" ... seems I have read that over and over...

?

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Bannor Bloodfist
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Post by Bannor Bloodfist »

[quote=Darklight]Isn't keeping placeables off tile edges "A Good Thing" ... seems I have read that over and over...

?[/quote]

Placeables crossing any tile edge will give the game engine fits.

If the palceables are too close to any tile edge, they also give the engine fits.

Worst, is when they are intended to block walking. Create a placeable with a .pwk and stretch it across two flat walking surfaces, and regardless of how good the .wok of the tile and the .pwk is, you WILL have problems.

Sad thing is, that the problems show up in different ways at different times, depending on the items and tiles being used. So, the standard rule of 'do not place a placeable across the edge of two tiles' actually needs to be followed.

It's one of the several reasons that Bioware tiles are already 'decorated'. If that 'placeable' is built INTO the tile, instead of being moveable in toolset, then you have no problems at all, but when it has it's own seperate .pwk, you can get those screwey errors.

OldMansBeard
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Post by OldMansBeard »

This is interesting. Let me get this straight. You have taken (part of) a tile model, complete with internal aabb but without its wok and put it into placeables.2da so the toolset lets you place it? And the client finds the aabb and it works like a superimposed tile walkmesh?

Sounds almost too good to be true.

What happens if you give it a template and create it in-game? Does the aabb suddenly add itself to the tile wok?

I must try it with doors ...

Darklight
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Post by Darklight »

[QUOTE=OldMansBeard]This is interesting. Let me get this straight. You have taken (part of) a tile model, complete with internal aabb but without its wok and put it into placeables.2da so the toolset lets you place it? And the client finds the aabb and it works like a superimposed tile walkmesh?

Sounds almost too good to be true.

What happens if you give it a template and create it in-game? Does the aabb suddenly add itself to the tile wok?

I must try it with doors ...[/QUOTE]

I will try it OMB, I have it already in my hak system and anyone who wants to see this in action can come to Lost Continent Alpha on Tech Support, but first visit our guild on Lost Continent (in bioware guilds).. .sorry for the plug but is becoming reflexive.

Will post when i find out what happens re: DM spawn of it.

Helvene
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Post by Helvene »

[QUOTE=OldMansBeard]This is interesting. Let me get this straight. You have taken (part of) a tile model, complete with internal aabb but without its wok and put it into placeables.2da so the toolset lets you place it? And the client finds the aabb and it works like a superimposed tile walkmesh?[/QUOTE]
Here I gave a better explaination of how it works.

OldMansBeard
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Post by OldMansBeard »

[QUOTE=OldMansBeard]I must try it with doors ...[/QUOTE]

Not good. The model can be placed but an initial state (door closed) is treated as (placeable destroyed) which is a bit inconvenient. There may be a work-around. I'll look further.

Helvene
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Post by Helvene »

OldMansBeard, please, post here if you have any success with it.

Aedrielle
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Post by Aedrielle »

[QUOTE=Helvene]... And a walkable placeable bed![/QUOTE]
Hmm.. how did you get that to work?
I've tried it in a single player game and logging into a stand-alone server (ver 1.66). Each time my character just walks through :-/

Darklight
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Post by Darklight »

[QUOTE=Aedrielle]Hmm.. how did you get that to work?
I've tried it in a single player game and logging into a stand-alone server (ver 1.66). Each time my character just walks through :-/[/QUOTE]

Aedrielle -- i think it has to do with oddities of "what the server handles, display-wise, and what the client handles".

As far as I know, this has only been tested on MP/PW type modules. (someone chime in if that is not the case)... It's possible that we are sort of using a client-server "bug" (probably a lag-proofing "feature") and taking advantage of it to make it look like the client stands on the bed.

Also, keep in mind these have been shown to not work consistently if they overlap grid lines.

I have been busy with other stuff and have yet to do more experiments with this (although I have the smelter, not the bed)... but i'll try to get it worked in sometime.

Chandigar
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Post by Chandigar »

Hrmm interesting... people have been asking for the Gothic Interior beds to be converted to walkable for a while... I tried helping with that, but didn't have stuff set up properly to test em... but I don't think we got it working. The instructions on the nwn boards were pretty strange.

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