Sorry for not replying earlier. RL...
Oh yes, Zwerkules. This "hybrid" probably was not ment to be! It may cause some trouble!
I made some more investigations and when finishing those, I found, that henesua had replied.
And since I made some screens, I'll just add them to my reply.
I confirm the points of henesua:
The placeable WOK needs to be tile sized and in line with the tile grid:
(Toolset screen - This is a placeable! I just added a ground-mesh to line out the placement.)
(IG screen with rendered aabb)
Using a script for this! Good idea! Never thought of that. I lined them up via "Adjust Location". Maybe you could post the code?
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If it's not placed on the grid, the engine will choose a tile grid close by (light blue square) and the walkmesh will be messed up:
So, checking the walkmesh IG via the console/rendered aabb is a good way to identify issues.
What I found (in addition), that you can also add a PWK to the placeable (but still leave the model set to tile). And intresting enough: The PWK also prevents walking on raised WOK areas!
Here you can see in Gmax, that the (z=0) PWK is on the rim of the stage and also extends beyond the rim inwards. The toon won't be able to walk up the sides (as Zwerk mentioned) and won't drop off the top, even though the PWK is z=0!
(Also notice the possibility of a working ramp on a placeable)
So, Zwerk's pathfinding and uneven terrain may still be an issue!
So, this technique may be intresting, if you want a placeable with a walkmesh leading up, eg. stairs, and it is ok, if this placeable (WOK) is lined up with the tile grid.
And henesua: I really am ancious to see your tile magic one day.
Modifié par TheOneBlackRider, 12 décembre 2013 - 10:33 .