OldTimeRadio's thinking is almost useable, but you would still need to create tile(s) to hold them. Depending on the "size" of the airship involved, you might need multiple tiles.
A walkable deck, if it extends beyond the 10x10 meter max walkable size of an individual tile would require more tiles. In this case, you are talking a max walkable distance of roughly half of that, or possible a 5x10 section that would be "blocked" by his gate.
Why you ask? Well, you would have to have enough space on the tile(s) for the airship to fit. Since you are talking about using a chasm type tile, to make the loading/fitting easier, you are talking about a tile that is half wide with walkable section of grass or sand or whatever surface you choose, with the pit section covering the other half. (Thus reducing your possible walking positions for the airship's deck.)
You may need to adjust the pathnode entry to reflect the change, but that depends on how large the new walkable section is, and likely, is not worth worrying about unless you are creating a group that is larger than a single tile.
Since most ships in game are larger than the 10x10 size limit on a tile, you would have to create enough tiles in your group, to allow the walkable section to work.
Anyway, a walkmesh is the same type of object as a PWK, just by a different name. It is MUCH easier to handle though, since it doesn't require extra linking etc that a pwk does.
You would pick the tile you would want to use, rename it using any of the renaming tools out there, and there are a bunch of them available, then add that NEW tile to the .SET File. Once that bit is done, edit that new tile and adjust the walkmesh object to reflect what you are attempting to do.
You can edit that tile's original walkmesh object manually, and extrude faces up to the level that you need for a quick and dirty way to get it done. You just select the faces you want, and extrude them to the level you need them to be. You may want to remove some faces that get created, and directly attach to other existing faces on the tile etc, to conserve on poly's, but this should not be that difficult for you to accomplish considering what you have already learned how to do by working on the airships in general.
As to actual tutorials on this particular subject, you will not likely find a complete type of tutorial anywhere. Everything that I have ever found only has pieces of the different bits you need to work with.
Jlen's Set Editor can do the copy.rename part of the task for you, and even add the NEW tile to a NEW .set file for you. However, be warned, that editor does NOT support 1.69 pathnodes, grass settings, etc. In other words, if you attempt to use that editor with say the Castle Rural set, you would trash the set. However, it CAN at least duplicate and rename the tile(s) in question for you making the manual editing of the .SET file easier.
Adding groups is a bit trickier, but can be accomplished manually fairly easily. You first get the tiles added to the .SET file. Next, browse down to almost the end (search for GROUPS) adjust the total number of groups upwards by 1, then go to end of the file and add a new group entry.
Finally, you have to edit the xxxxpalstd.itp to reflect the new group you wish to add so that it shows up in the palette in toolset.
EDIT: REMEMEMBER a PWK can NOT ADD walkable space to anything, it can only BLOCK existing walkable space on a walkmesh. You can set it to be walkable all you want, but it will NOT allow you to walk above a section of tile walkmesh that is set to non-walkable space regardless of the settings in your PWK file.
Modifié par Bannor Bloodfist, 05 avril 2011 - 08:29 .