Seeking info from Area Builders

Information and Discussion Relating to NWN2 Area Design

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selhan
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Seeking info from Area Builders

Unread post by selhan »

How is the proper way to set down a walkmesh helper?

I'd have a tile that would have half an area to walk through, and then I'd place a walkmesh helper down and after the bake the whole tile is unwalkable.
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selhan
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Re: Seeking info from Area Builders

Unread post by selhan »

Bah I see what I did wrong nvm! :lol:
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DM Winter
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Re: Seeking info from Area Builders

Unread post by DM Winter »

Walkmesh stuff can be quite finnicky!

Make sure you set things that don't need to be Placeables to Environmental Objects. Make plenty of use of Walkmesh Cutters, try not to stack Walkmesh Helpers. There's no "proper way", really, its all about finding a sweet spot, baking the map and hoping the walkmesh works.
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Aspect of Sorrow
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Re: Seeking info from Area Builders

Unread post by Aspect of Sorrow »

Make plenty of use of Walkmesh Cutters
If able use as little walk mesh cutters as possible, aligning objects as approximate to the walk/no-walk terrain mask instead as the more complex geometries of the cutters induces pathfinding lag (client and NPC, some of this visible throughout BGTSCC), longer bake times (it has to understand how to slice the geometry), and inflation of the terrain mesh data due to geometric definition.A triangle at x,y,z with equal lengths is smaller to define than the sliced representation from cutters. Those movement calculations aren't clientside.

I posted this years back but still relevant.
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The uniformity of the hexagons are more easily interpreted than if you were to design a custom shape which creates more vertices to calculate. NPC traversal is calling for the pathfinding repeatedly, it isn't calculated once.
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Re: Seeking info from Area Builders

Unread post by EasternCheesE »

First of all, i found https://neverwintervault.org/project/nw ... nsion-pack very useful.
Secondly, walkmesh helpers are a big headache to place and manage so it just takes time an experience to understand how engine treats them.
Often, moving them few points or rotating few degree make them perfect/totally blocking everything.
For example, Formian hive has 2 places where i use them for moving over obstacles and it took me over 2 hours to finetune them to be properly walkable and looking okayish.
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selhan
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Re: Seeking info from Area Builders

Unread post by selhan »

You people make my brain hurt. And wtf is that AoS ! I ain't ask about Chromosomes!

But serious thanks folks for the reply , I did find what the issue was. Somehow a bloody placeable ended up under the flooring. Dont ask me how I think I had one to many goblets! :lol:
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