Author Topic: .wok issues  (Read 539 times)

Legacy_Rubies

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.wok issues
« on: June 04, 2011, 07:33:43 pm »


               Don't suppose anyone could tell me where I'm going wrong on this - I've
got a "sewer" tile replacement for the City Exterior set, and my new
walkmesh just doesn't work... at all. It's been through several phases
of "half working" and "wrong z axis" working, and now I broke it. Tiles
really aren't my thing. '<img'>

http://dl.dropbox.co...9/sewertile.zip
               
               

               
            

Legacy__six

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.wok issues
« Reply #1 on: June 04, 2011, 07:54:35 pm »


               Two problems.

1. There are two downwards facing surfaces on the bottom. Remove these. A normal walkmesh should only ever have upwards facing surfaces, and not have surfaces that overlap. I often have downwards facing surfaces but that's only because I'm very very sure of what I'm doing '<img'>

2. Your walkmesh is set to use material 2 all over. Material 2 is a non-walkable material. You should set it to 4, which is Stone.
               
               

               
            

Legacy_Rubies

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.wok issues
« Reply #2 on: June 05, 2011, 12:06:11 am »


               1. Eep, must've been caused by the Cap Holes modifier - I was -really- lazy and couldn't be bothered linking up the verts on top. '<img'>

2) I'm so silly, that explains why it stopped working all of a sudden. '<img'>

EDIT: I removed the down-facing faces and set the material ID to 4, but I'm still having issues with it being unwalkable, oddly enough. Any other ideas?

Disregard that - every time I re-import the model in Gmax, the ID has reset, but any actual model changes are fine... Probably just exporting being iffy to me again - it tends to hate me. I updated the sewertile.zip file on my Dropbox if it's possible to check again. '<img'>

Disregard x2. Turns out applying through the Material Navigator just doesn't do it.
               
               

               


                     Modifié par Rubies, 04 juin 2011 - 11:25 .
                     
                  


            

Legacy_Michael DarkAngel

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.wok issues
« Reply #3 on: June 05, 2011, 12:25:05 am »


               Remove the dummy you have the walkmesh linked to and instead link the walkmesh to the tile base.

[edit] based on the sewertile.zip file I downloaded roughly 10-15 minutes ago[/edit]

'Image
  MDA
               
               

               


                     Modifié par Michael DarkAngel, 04 juin 2011 - 11:26 .
                     
                  


            

Legacy_Rubies

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.wok issues
« Reply #4 on: June 05, 2011, 12:26:34 am »


               I'll start doing that instead, thanks! Read a guide a while ago that mentioned using dummies and it just stuck with me since then. '<img'>
               
               

               
            

Legacy_Michael DarkAngel

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.wok issues
« Reply #5 on: June 05, 2011, 01:08:11 am »


               After testing, when attempting to walk on the grate (or what used to be the grate in the original tile), that is where I have issues.  I get stuck, and can't seem to walk away from the center of the tile.

Upon closer examination, you have a layer of faces underneath the very topmost layer, which is apparently causing the "stuck" issue.

To set your walk material:  Select the faces you want to set, scroll down the rollout panel until you find "Surface Properties".  In the Material group you will see "Set ID".  Use the up and down arrows to change the Material ID of your selected faces.

'Image
  MDA