Sorry about taking so long to get back to you on this. I've been kinda swamped these last couple of days.
Thanks to your instructions, everything went through quite easily. I'm a bit confused about some of the specifics of the naming schemes, but I'll get to that later. For now, I'll walk you through what I did step by step, so you can see if I did anything wrong.
This is the entire mesh for the scene...
The ground is snow, the ramp up is sand (because I didn't have a gravel option, I figured it'd be the next best thing), the rails are metal, the tracks and porches are wood, and the main building itself is obscuring. The mesh is divided into 4 different objects, each pertaining to a specific tile. The only goofy bit is the roof, but I don't think that'll matter unless someone shoots an arrow up there.
The first tile I exported was the bottom left tile with the entire depot attached. The walkmesh only covers one quarter of the building, but if I'm following you correctly, that shouldn't be a problem when I attach the scene to the other 3 tiles.
To get more indepth, my first step was to import my walkmesh on top of the first tile and make sure everything lined up. It did. So I hid everything else, added the walkmesh modifier, and defined each surface with the appropriate material. From there, I unhid my tile, linked the walkmesh to the tile in much the same way I'd tether a tile to an aurorabase. Then I went back in, made the aurorabase with the usual settings, linked those, and added a trimesh modifier to just main tile geometry. I assumed I've done everything correctly here, because the mdl file was larger, and it's the first time I've had an export pass a sanity check without giving me any errors. It even showed up in NWNE no problems.
Now the only bit I'm vague on is naming. Do I have to name the walkmesh clone_insert_base_mesh_name_here, or can it be anything as long as it's linked? And lastly, is every walkmesh named msb01 in the .set file regarless of the model?
I think I'm close to getting this. Once I figure out how to get it ingame, and adjust my alphas, I think I have the basics down, and can start my tileset in earnest.
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Edit: One last question regarding the aurorabase helper. I can put it anywhere on the mesh, as long as it's sitting at 0 on Z, right? I put it down near the bottom left half of the tile for easier access instead of as near to the center as I could.
Modifié par Renzatic, 24 décembre 2010 - 12:54 .