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Walkable Meshes

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K

Klabautermann

Forum regular
#1
Oct 17, 2013
Walkable Meshes

Hi guys,

does anybody know which specifications a mesh has to fulfill so that walking on it works?
I made some experiments with biger and more complex meshes to enhance my world (terain tool is very limited sometimes) but I dont get proper walkmeshes for those meshes.
I set them to static walkable and they have (in lack of other possibilities) exact collision (just for testing).
Any idea how I can get their walkmesh to work? I also tried a couple of settings in the navigation mesh tool (enabled walkOnMeshes for example), but there is no difference.


Help me! :cool:
 
S

shak-otay

Senior user
#2
Oct 17, 2013
First: I'm no expert with this. "Exact collision" means Geralt can't walk through in "game mode"?

You didn't tell how you got the mesh ingame?

I assume you copied a w2mesh then in Mesh editor you reimported a *.re file.
You used Collison/Create... to create a new collision shape?
Then when you click on Show collison everthing's looking fine?

(I'm pretty sure you did that already - just wanted to support my "REDkit tutorials hero" and understand what's going on.)

(I had a look at the amphit[h]eatre1.w2mesh with about 137000 vertices and was wondering why
the collison shape does consist of 178 vertices only (see Raport). But as I said I'm no expert.)
 
Last edited: Oct 17, 2013
K

Klabautermann

Forum regular
#3
Oct 17, 2013
shak-otay said:
First: I'm no expert with this. "Exact collision" means Geralt can't walk through in "game mode"?
Click to expand...
Exact collision means that the collision mesh is identical to the mesh itself (visible geometry).


shak-otay said:
I assume you copied a w2mesh then in Mesh editor you reimported a *.re file.
Click to expand...
I imported a .re file, yes. But I dont understand what you mean with the copy-thing :(
shak-otay said:
You used Collison/Create... to create a new collision shape?
Click to expand...
Yep
shak-otay said:
Then when you click on Show collison everthing's looking fine?
Click to expand...
Yeap. The game just does not care about my mesh when its supposed to create a walkmesh

just wanted to support my "REDkit tutorials hero" and understand what's going on.)
Click to expand...
:cool:
(I had a look at the amphit[h]eatre1.w2mesh with about 137000 vertices and was wondering why
the collison shape does consist of 178 vertices only (see Raport). But as I said I'm no expert.)
Click to expand...
I think its because CDPR had the possibility to create their collision shapes in 3ds max. They could create a much more optimzed mesh by hand. Because our exporter is buggy, we cant :(
 
S

shak-otay

Senior user
#4
Oct 17, 2013
Klabautermann said:
I imported a .re file, yes. But I dont understand what you mean with the copy-thing :(
Click to expand...
upps, very fast reply,
So here's my edit from my prevoius post:
Maybe there is a difference to the method just clicking Import/Mesh in asset browser.

You know there's a difference between meshes from pack0.dzip and the ones in REDkit?
It's tri strips versa "normal" triangle indices lists. Don't recall it correctly; wrote it somewhere else in this forum.
(It's just an assumption that this could be related to the walkmesh problem.)

edit: found it: http://forums.cdprojektred.com/threads/603-Mesh-replacement-a-query?p=3570&viewfull=1#post3570
But don't be confused by this. As I said it's just a wild guess.

edit: you wrote "bigger and more complex mesh". So when you try it with a smaller mesh of your own the walkmesh is ok?
If so you just could divide up your bigger mesh into several smaller ones, don't you?
 
Last edited: Oct 17, 2013
K

Klabautermann

Forum regular
#5
Oct 17, 2013
I think its just that walkmesh algorithm is not supposed to generate cool walkmesh from complex meshes. Its too stupid xD

I will wait until they update 3ds max plugin and try again with a custom collision mesh.
 
F

Fartuess.807

Forum veteran
#6
Oct 17, 2013
Check with KDOP or some convex collission. Exact collision mesh is most probably concave and generally concave collission meshes are unwanted and they might don't work with navigation mesh generation. Thats my guess.

There can be ofcourse problems on the parameters of walkmesh generation.
 
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