Almost completely done with all walkmeshes for existing tiles. Hopefully some time next week I can get the naked tiles out public.
I found a few issues with super simple walkmeshes:
- If there are only two faces on the corner of the walkmesh, and a 45 degree line separates them, and there is any kind of pinch point, even if it is only two character spaces wide, the character will normally not walk through the space to travel to the next tile. He'll try, but will stop as soon as he reaches that walkmesh poly boundary.
- If the super simple walkmesh is tossed together in such a way that a walkmesh poly on one tile does not match up with a large poly on another adjacent walkmesh, the character will stop at the tile boundary. For instance, if there are two large triangles, generally the same shape, but one is offset by 20-40cm on the Y axis, even though there is no crack between the tiles on the X axis, the character will stop when he bumps up against the skewed polygon, and come to a stop.
I think this means I need to go refine my walkmesh again. Thankfully they are super simple this time around.
That being said, I was thinking to clone over the granitelands tiles for natural cave height changes. I'd have to reduce them in size to fit the transition height, but I checked a few texture combinations for replacement of the mountain stone and the rubble ground, and it comes out looking automatically smoothed. Those tiles still have the tile boundary smoothing issues, but I figured out how to fix that. It just takes some work, since I haven't scripted it out yet.
In my last night of not being a working student, I'm taking the next 8 hours to download max2016 3-yr limited student edition. It should be interesting.
Tomorrow, I'll need to finalize tidying up the house, and make sure my family has some foods for tuesday while I am gone for 6 hours, but it should leave me enough time to finish the basic tiles' walkmeshes.