FunkySwerve wrote...
<snipped for brevity>
That's an interesting point. Of course, since the community norm (according to Bannor, though I agree) is flat pwks, I think how most people expect models to work is NOT how you are describing. I expect any place I use to be walkable when I sink or raise it past the margin of error (is it 0.1? I forget). In fact, I rely on it, and anything different would be somewhat of a nuisance, for the reasons I've already illustrated with the bridge. Except, of course, when large objects require filler places, which simple three dimensionality can avoid, and which is the nuisance on the other end of the spectrum.
Funky
Bannor Bloodfist wrote...
Yes, exactly. However, a flat pwk is a waste as well.
Best
bet is to not clone the geometry of the object, but to create a shape,
as simple as possible, that reflects the general shape of the object. 2
faces per side type. Cone/angled etc, with as few faces as possible.
In fact, a pyramid reflects the general affect of a cone, while only
requiring 4 faces. It is perfect? No, but it approximates the shape of
the cone it replaces.
Really complex shapes are basically useless
as the object affects walkable location finding from the base or widest
parts of the object. A simple box for a very complex object is better
than a flat plane though for targeting purposes.
What is all
boils down to, is how realistic you want your objects to affect
targeting, and path-finding. The engine can, and does, calculate for
each face, but are all of those faces really necessary?
This is
where low-poly generation is important, and 99% of the time, it is
assumed by any serious cc creator for nwn. The lower the poly count,
the easier the engine handles it. However, this doesn't mean that low
poly is always the answer either. Some things, creatures for example,
(pcs/npcs/creatures) should be higher poly. Even then though, high poly
does NOT mean it is actually better looking. It is a blend of poly
count and proper texture application that determines how good any
object/creature is in game.
My complaints about how the
Placeables are generally created is that no thought has been given to
what the object actually is, most of the placeables available are using
the simplest, 2 faced, flat plane, to block walking. No thought given
to targeting etc. No thought has been given to the objects actual
geometry etc.
Now where does that differ from your statements? It points out exactly the charge that YOU are not reading the entire thread before posting and making accusations AND assumptions on a subjest that you just stated above you actually agree with?
Get your act together please.
I have stated that a realistic PWK for a blocking placeable is better than a flat one. The caveat being the destined use for said object.
My complaint is the lazybutt way of creating flat pwks simply because it requires no skill or time so it makes it easier. You have stated that you have created thousands of placeables that only have a flat pwk, and those are the ones that need to be adjusted, just as you mentioned in that post. So, where am I wrong?