Okay, I spent some time browsing the Omnibus, and found this :
Danmar :
Realistically, tiles have wok meshes these can change heights. Placelabes have pwk meshes, these do two things, dictate where the player cannot walk and provide the use nodes to indicate the points that a player should stand in order to 'use' an item. If there are no use nodes properly set up and the pwk file is larger than about 1 meter if the player tries to use the item they'll use the 0,0 coordinate of the object and then just rubber band off it because they can't reach it. So if you're going to make your object useable make sure its small or you put working use nodes in it at the edge of the pwk mesh so that it can be used.
Technically though we've found out that the engine will allow wok mesh data for a pwk file. This is additive only and has so many restrictions that its not usable. The placeable wok HAS to be 1000x1000 units just like a wok file. It HAS to be located at the exact center of the tile. It CAN'T be placed dynamically, only in the toolset. It doesn't allow multiple z heights. It ONLY works additive, i.e. if the pwk wok is higher then the tile wok data is modified to be higher when the 'area wok' data is compiled. So you could say add the ability to have a placeable mound for a tile and the players could walk up it. But you can't dig a hole.
But pretty much the general consensus of everyone is that its easier and a darn site more reliable to just make tiles if you need to change the z height.
I guess this at least answers my question 2/, unfavorably I suppose >.<
The more I think about it, and the more I agree with Bannor that making a WOK (something which is meant to specify where one can walk and where not) out of a PWK (something which is really only meant to specify where one can NOT walk, and to carry "use" nodes and such) is really a "hack".
And sooooorry Randomdays for derailing your thread, I swear I'll stop with that right here and right now.
Modifié par Nissa_Red, 01 mars 2013 - 06:15 .