Hardcore UFO wrote...
Good to know. I wasn't sure if the perspace was a thing, or if that box was just there as a visual aid in the toolset.
I just read through this and I wanted to make sure you didn't get the wrong impression. The green box that you see in the toolset has
nothing to do with how the engine handles the placeable. Only the placeable's PWK does. NWN sees the world for pathing purposes as a 2D plane and only data from a placeable's PWK is fed into those calculations, not any data from the bounding box. The concept of "personal space" does not exist for placeables. Only creatures or players have perspace. Placeables have PWK's.
The entire green box is the personal space (perspace) for that object. Thus, it is what is being referred to when they suggest that you avoid crossing the tile outside edges with those.
The green bounding box for placeables and/or creatures in the toolset is merely an aid to placement and entirely cosmetic.
So, if you have a large tree placeable (and presuming the PWK for that tree is just as wide as the trunk, which is typical) the only thing you need to be concerned about is the trunk being close to or over the edge of the red line where the tiles join. The canopy of that hypothetical tree could arch over several tiles and the NWN engine would not care one lick. It just cares about the PWK.
You can learn more about how NWN sees the game world from
this article. I wrote to Stan earlier this year for clarification on some points and things like beveling didn't make it into the engine (to his knowledge). But it's basically accurate: Creatures/PC's are cylinders and placeables' PWKs, walkmesh and all that other stuff is represented by angular shapes.
Bannor, if you could provide some information on why you think that I'd really like to look at it. I'd hate to come into a thread and make what appears to be a correction to another poster's information but those first two sentences and the stuff about perspace on placeables threw me for a loop.
Modifié par OldTimeRadio, 15 août 2011 - 10:15 .