TheOneBlackRider wrote...
Now, this will be my next mdl:
And I found, that's pretty tricky to work arround a corner with just one plane...
I'll let you know, if I succed!
There's a way to create a walkmesh like that very fast. Create a 1000x1000 plane with 2 length and 2 width segments with its center at x=0, y=0 and z at the ground height of your tileset. Then convert it to an editable mesh and apply a walkmesh modifier to it.
Move the vertice in the middle of the tile and the two vertices at the middle of the edges where there'll be raised terrain in the adjacent tiles to the right positions. Let's say they are at -500, -200, 0; 200, -200, 0 and 200, 500, 0.
Now select all faces and enter 3 (for grass) as material id. Select the two faces that are to be the raised ones and enter 2 (obscuring) as material id (don't use 7). Keep them selected and from the field where you enter the material id scroll up until you see 'extrude'. Enter how many cm higher the ground should be (for example 500 for 5m) and press enter.
Now all the sides of your raised terrain will aready have material id 2. Remove the faces you don't need.
Select the two faces at the top of the raised terrain and enter the material id they should have (for example 1 for dirt).
As Six pointed out no two vertices should be at the same XY location. Move the three vertices of the raised part of your walkmesh a few cm away from the lower edge of your raised terrain. Instead of -500, -200, 500; 200, -200, 500 and 200, 500, 500 you'd move them to -500, -195, 500; 195, -195, 500 and 195, 500, 500.
You can use this method to make walkmeshes for the other kinds of raised terrain you need, too. Always select all the faces that should become the raised terrain, change the material id to 2 and extrude them, etc.
Modifié par Zwerkules, 14 juin 2012 - 06:11 .