<mumbling something...>
Bannor Bloodfist wrote...
Why does everyone insist on using the term 2d for a projection of a 3d object?If your pwk is flat, then yes, it only "projects" a flat plane. So, placing a flat, non walk area higher than the tiles wok faces, the engine assumes a raised non walk section. Same is true with an "obscuring" flat plane. The engine assumes a non walk section.
Hmmm. In this case, my PWK being a flat circle with a notch cut out, what I was trying to describle was the effect of a plane object being projected on a plane object (WOK). I have no side faces to the PWK to raise it from 0cm to 25cm. It just floats above. My point in the above post was that it worked fine without having the geometry in the scene connecting the plane of the WOK with the PWK of the object. I.e. it doesn't *need* to be more than a flat plane (2D) for walking/non-walking purposes. This was something I guessed, but hadn't *known*.
Referring to it as a 2D projection arose from my assumption that the graphics engine would not store or calculate more geometry than was needed. I.e. if it was *not* obscuring, adding any vertexes above/below the WOK is wasteful of both CPU and memory. I assume, in such a case, the non-walk information would be mapped onto the existing walkmesh in the same manner as a texture map - not affecting geometry, only type.
But, if the pwk has 3 dimensions, the engine will fill with whatever type the faces are set to. An obscuring (type 2) will generate an obscuring type 2 face up to the height of the top of the pwk. If the faces are non walk, (type 7) the engine projects a type 7 face up to the top of the pwk. Type 7, while preventing the character from walking across, will not stop projectiles, while a type 2, WILL block both the character and projectiles.
Try it with a wall placeable. You will see what I mean if the pwk is correct, and type 2 faces, it will block projectiles if the pwk has height to it. If not, and the pwk is a flat plane at the base of the wall, it won't stop anything except the character/creatures will not be able to walk across it.
I understand (though I have not yet experimented with) setting the types of walkmesh. I have read every tutorial I can find (all of yours :-), so I know the theory.
OTOH, I'm still feeling my way into NwMax and on the placeable PWK the only options I see are radios between Placeable and Door. I assume that setting the correct color will set the proper type of face, but I honestly never even thought of that in connection to my Altar. Have no intention of obscuring, but don't particularly care if it does :-P
This is NOT 2d, but is in actuality 3d projection. Height, width, and depth.
Many, MANY pwks are created without taking that into account. Many are created as flat planes since it is sooo much easier to create. Folks take every opportunity to save time/effort, but that doesn't make the object correct.
The pwk base, should extend Upwards from the flat zero position, to the top of the object(s) in question. Otherwise, you would have no need to adjust the relative Z position of the placeable when you paint it in toolset. The toolset and game both project the 3 dimensions of the wok first, then adjust it by however the placeables pwks change the terrain.
But, in the case of a flat surface hovering above the WOK, does it add in geometry or does it just project the type faces downward onto the WOK? That is, am I actually saving a bit of memory & cycle by using a flat plane, or am I *adding* some construction overhead when the placeable is added?
Anyway, NWN IS a 3d game, in the that you CAN raise/lower the "Z" settings of objects etc. The only "Z" limitation is that you can only have ONE "Z". Meaning you can't cross over/under the same location.
Another test you can run to prove the point, is to place a set of steps over a walkable area. The steps, if created correctly, with a true 3d pwk, will now allow your pc to walk UP the steps.
Don't doubt it a bit =)
OTOH, if I cut a section out of the flat non-walk PWK hovering at the height of the top of my dias, the (now walkable) section is *not* raised to the top of my dias. You wade through the model. Strange, no? The engine does not, I think, add *walkable* mesh unless you specifically create it on the model. So, does it add *non*-walkable geometry? Or just project the shape of the PWK onto the existing WOK?
Caveat: Not trying to be argumentative :-) I did not know you felt so strongly about this :-/ And I *do* want to understand *why* things work one way but not another, or if I'm impacting the performance (plus or minus) with my modeling techniques.
<...lost in his mug>