Right now the walkmesh has no non-walkable faces, or deepwater faces, so everything is free and open for visuals and for physical movement. If I "close it", you won't be able to walk from any level 0 to 2, 3, 4, or deepwater.
I was thinking it might be interesting, since I noticed just by having updated WOK files in my directory with grass and water turned on, it was not enough to render grass or water effects. I had to also update the AABB element in the visual mesh. I was hoping that the actual pathing was derived from the WOK file, and the other details were pulled from the one in the MDL file. If that were the case, I could supply different WOK files than MDL AABB and possibly achieve all-over movement, but have pathing mechanisms override if you only click your location once.
The reason I was thinking to try this is because normally I walk around in drive mode, with my pointer always clicked down and I just move the camera with my keyboard, which leaves my mouse pointer in the forward center position. If I need to adjust direction or speed, I change my mouse position in addition to the camera angle. This type of movement overrides walkmesh pathing while the mouse button is down because the location is almost always within the current MDL range, or is so near inside the next MDL coordinates that it doesn't do much pathing. Even on more distant locations, the mouse button held down seems to prevent most path correction from taking place until you let up the button.
By combining the intended walking area and offering an open environment fully walkable area at the same time, it might have been possible to do some stuff I would otherwise have to do with pathnode settings in the SET file. I was hoping for alternatives, or to play with some quirks in the engine. I like quirks, as long as they give me at least one beneficial thing to do.