Author Topic: Walking on water  (Read 695 times)

Legacy_Mecheon

  • Hero Member
  • *****
  • Posts: 664
  • Karma: +0/-0
Walking on water
« Reply #15 on: January 15, 2014, 09:23:48 am »


               Bleh. Was hoping it was something I could help with, though I still use an old version of Gmax which I believe might have the tileset creator still working? Never actually clicked it

CTP is seriously my favourite thing from the Vault so if there was a chance at anything else sliding out I'd jump on it like that to see what I can plug in
               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
Walking on water
« Reply #16 on: January 20, 2014, 08:00:14 am »


               So did no one ever make a walkable / swimmable water tile (as opposed to tile magic)?
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Walking on water
« Reply #17 on: January 20, 2014, 04:03:56 pm »


               For a few tiles this is okay, but it doesn't work for a whole tileset. I made the water in the caves tileset walkable for sea creatures but the shores non-walkable so they couldn't leave the water. This had undisireable effects like pathfinding issues and encounters without a pre-defined spawn point placing creatures like ogres in the water which they were unable to leave.
I changed it all back to the way it was.
               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
Walking on water
« Reply #18 on: January 20, 2014, 04:04:48 pm »


               In the end, I was able to tweak the tile (see video), adjusting the height of the creature models to fit.
               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Walking on water
« Reply #19 on: January 20, 2014, 05:49:08 pm »


               

henesua wrote...

Bannor Bloodfist wrote...
To give a slightly better explanation, a single terrain, say grass, needs at minimum about 9 tiles to get it working.  Now add raise/lower and you have to generate a bunch more, I can't remember the multiplier number but it is there.


I'm confused here. I don't think I understand you. My understanding is the following for terrain without a raise lower option:

if you only have one terrain, you only need 1 tile.

If you have two terrains you need at minimum 6 tiles for the two to work together.


Technically speaking, that is correct, but that is one super boring tileset.  Even with two terrains, with only the single variation of that one center tile, it is going to be really boring. 

Anyway, I think I was confusing myself a bit in that description, I was actually thinking crossers, and speaking terrains... not quite the same thing. I was also considering the raise/lower (which every builder wants when creating an area) and of coruse that adds tiles to the minimum as well. Even then, my math was off. 

Singler terrain, NO crossers, NO variation in Height, == 1 tile.
Add Raise/Lower = 6 (works like a crosser, even though it is counted and painted as a terrain, this typically ASSUMED to be part of the main terrain)
Add additional terrains... well, the numbers climb quickly.

Single crosser, 1 tile that dead-ends in middle of tile, only connects on only one side(or top or bottom, all is the same to the engine for this bit) one with a connection for each pair of sides top-bottom, leftside-top intereact with each other. One more that gives a T style intersection in the middle.  This is also assuming NO raise/lower. If you add raise/lower to the terrain, typically you will NOT have a T intersection in the middle of the tile as that is where the upslope or downsloped begins/ends, BUT you will have to double the single side dead-end so one stops in middel but at lower side of the hill, one dead-ends in middle but on top section of hill.

For variety, you really need to add multiple variations on each individual tile.  That is what kills ya in the long run, the question of "Do I make a boring set, or do I make one with enough variation to give the builder some real choices when he creates an area?"  I always shoot for the later.

Anyway, it gets confusing really quickly, and it is also VERY easy to forget to create certain tiles when adding additional terrains or crossers, and the raise/lower bits and pieces needed.
               
               

               


                     Modifié par Bannor Bloodfist, 20 janvier 2014 - 05:55 .
                     
                  


            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
Walking on water
« Reply #20 on: January 20, 2014, 05:54:46 pm »


               

Proleric1 wrote...

So did no one ever make a walkable / swimmable water tile (as opposed to tile magic)?


If you search for undersea or underwater on the vault, you will find a few.  One of the better ones in the choices is Undersea 1.1 by Runemaker but there are likely others out there as well that may or may not be what you are looking for.
               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
Walking on water
« Reply #21 on: January 20, 2014, 09:45:52 pm »


               Yes, there are some promising candidates for underwater areas, but I'm currently working on surface action around a ship, as shown briefly in the video. I take Zwerkules' point, too; I'm sure it's not easy to make a general-purpose swimmable tileset, but, within a single module, it's more straightforward to control the deployment of a few bespoke tiles.
               
               

               


                     Modifié par Proleric1, 20 janvier 2014 - 09:46 .
                     
                  


            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Walking on water
« Reply #22 on: January 20, 2014, 10:04:05 pm »


               I generally prefer walkable terrain to blocking terrain, and have thus far managed to avoid unintended spawns in walkable water. For tidal water, thick brush, and marsh I use triggers and AOE's to determine if a player has entered the watey area.

Now that I am using NWNX I am curious if we can capture footstep change events, and apply terrain effects based on footstep type.