Hello Gentlemen,
In building a walk mesh, I've seen the non-walkable material used in places one cannot walk. If I wanted to make something you can use as cover during ranged combat. How would I do that?
Is it just a matter of raising the walkmesh vertex points higher? what if there is a narrow raised catwalk or ledge supported by pillars. I would want onery kobolds from one side of the pillars/catwalk to fire their cross bows at PCs on the other side of the pillars/catwalk. Still I'm looking that those on the catwalk can be fired upon by either side.
Is this possible?
Thanks for any advice.
Walkmesh Design Logic
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- Christopher
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It sounds like you have moved from walkmesh (wok) to like of sight issues. Now my work in the .set file is limited at this point but if I recall... the path nodes are used for visibilty as well.
VisibilityNode=? :_ruminati
I have a hardcopy of Velmar's .set notes and this seems to be the direction you should be looking into.
Let me know what you find...
VisibilityNode=? :_ruminati
I have a hardcopy of Velmar's .set notes and this seems to be the direction you should be looking into.
Let me know what you find...
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Chandigar
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I'm not QUITE sure about what you're trying to do, but let me see if I have it straight.
You have say... a rectangular wall. Theres a catwalk that runs along the inside of the wall. You want someone to be able to shoot arrows from the catwalk to people standing on catwalk on the opposide side of the perimeter wall as well as outside the castle (same side) but you don't want people outside to be able to shoot the people on the catwalk?
I haven't fully tested this, but you should be able to do it with your wokmesh and the 'obscuring' material.
___/-___-\____
A B C D E
Thats your approximate wokmesh. along the floor (a), up and over the wall, then down the other side of the wall and across the catwalk (b), down to the courtyard (c) and then back up the opposide side.
A would be set as a dirt/grass material, the wall side between A and B would be set as Obscuring or Nonwalkable and should extend at least as high as a standing person on the catwalk. This will prevent people down below from getting LOS to the guy standing on the catwalk. The mesh then drops down to the level of catwalk floor. This part should be set as transparent which will stop movement but NOT LOS checks from the catwalk down. The catwalk itself is set to stone, catwalk to court is nonwalk/obscuring and the courtyard is stone again. Repeat opposite for the opposite side.
Hope this makes sense! (and hope it actually works)
You have say... a rectangular wall. Theres a catwalk that runs along the inside of the wall. You want someone to be able to shoot arrows from the catwalk to people standing on catwalk on the opposide side of the perimeter wall as well as outside the castle (same side) but you don't want people outside to be able to shoot the people on the catwalk?
I haven't fully tested this, but you should be able to do it with your wokmesh and the 'obscuring' material.
___/-___-\____
A B C D E
Thats your approximate wokmesh. along the floor (a), up and over the wall, then down the other side of the wall and across the catwalk (b), down to the courtyard (c) and then back up the opposide side.
A would be set as a dirt/grass material, the wall side between A and B would be set as Obscuring or Nonwalkable and should extend at least as high as a standing person on the catwalk. This will prevent people down below from getting LOS to the guy standing on the catwalk. The mesh then drops down to the level of catwalk floor. This part should be set as transparent which will stop movement but NOT LOS checks from the catwalk down. The catwalk itself is set to stone, catwalk to court is nonwalk/obscuring and the courtyard is stone again. Repeat opposite for the opposite side.
Hope this makes sense! (and hope it actually works)
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Guest
Putting on the squeeze
Thanks for the suggestion. That gives me another idea to try out...
Okay, so here is another question. How wide does said catwalk have to be before a normal sized PC or their henchmen cannot walk on it?
I assume a druid who as assumed dragonshape would have a wider size than his kitty cat (panther) framilliar.
Do CEP mice or PC halflings have a smaller bounding cylinder and fit into tighter walkmesh spaces?
Okay, so here is another question. How wide does said catwalk have to be before a normal sized PC or their henchmen cannot walk on it?
I assume a druid who as assumed dragonshape would have a wider size than his kitty cat (panther) framilliar.
Do CEP mice or PC halflings have a smaller bounding cylinder and fit into tighter walkmesh spaces?
- Christopher
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I found a bug in the Neveroofer's Cave ruins set that might apply (poorly). It has to do with the height of the character. It was that mouth exit#2 in the Caverns and Mines. Something got changed in the Neveroofers version when they added the ceiling (sorry Hellfire I have not fixed it yet). The half-ork pheno type will not go under the teeth. Others like the humans, dwarves, etc work fine. So something like that could work out... but it messes with a players logic as the ork should be able to duck down to get under it.
Just thought I'd mention it.
Just thought I'd mention it.
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Guest
Multiple wokmesh elements
After taking a brief look at the Neveroofer's cave mouth and nwn's standard, I noticed there was two elements in the walkmesh. The cave top from Neveroofer's seemed to have the verts rounded to the nearest tenth of a unit and in some cases to the nearest whole number. Could have been a product of model export which I guess would be simple enough to fix by raising the cave toper by a few units and exporting again.
However if it's possible have multiple elements stacked in the wokmesh, that could really open the door for height restriction.
When messing with placeable z-vector in the toolset if it was raised/lowered from it's place in the tile that PCs could walk through, above, below them. So could "build" a smaller cave entrance around a door from rocks, and as you were saying, indeed restrict entrance based on appearance type with a script. But it doesn't look really pretty.
It would might look and feel a lot smoother if the tile took care of that logic instead. I wonder if halfling interiors would look like the LOTR movies.
However if it's possible have multiple elements stacked in the wokmesh, that could really open the door for height restriction.
When messing with placeable z-vector in the toolset if it was raised/lowered from it's place in the tile that PCs could walk through, above, below them. So could "build" a smaller cave entrance around a door from rocks, and as you were saying, indeed restrict entrance based on appearance type with a script. But it doesn't look really pretty.
It would might look and feel a lot smoother if the tile took care of that logic instead. I wonder if halfling interiors would look like the LOTR movies.