Aurora Walkmesh
From NWN1 Custom Content Guide
Aurora Walkmesh (modifier, geometry only)
| Image:Nwmax doc walkmesh1.png | The Aurora Walkmesh modifier has no editable properties. It solely serves as a modifier to tag meshes as walkmeshes for use in a tilemodel.
When you apply it to a mesh, the modifier will apply a multimaterial to the underlying mesh. This helps you orient with the materials you have set on the mesh. (note that Gmax doesn't know multimaterials, so this is not available in Gmax afaik) . To edit a walkmesh, you need to set the Material ID's of the faces/polygons. Select the editable mesh and enter face/polygon mode. In the mesh properties under 'Surface Properties' you can set the material ID to a set of values. Depending on the material ID, a face is either not walkable or causes a certain sound and/or emitts a special effect when walked upon. The Grass setting (3) is special. Any face in a walkmesh flagged grass will be able to grow grass, given the .set file has this set up. The values used in NWN are ....
Walkmesh types that are Bold are not walkable. Note that there are differences in the nonwalkable types, too, primarily affecting vision.
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Random IRC quotes
[09:30] <gribo> I dont understand this, a wok exports as an editable poly but not as editable mesh.
[09:30] <gribo> under nwmax
[09:31] <Velmar> prolly some triangulation problems that don't occur in an editable poly
[09:31] <Velmar> or NWmax simply doesn't check editable polies for errors
[09:31] <gribo> probably :)
[09:31] <Velmar> most checks are done on editable meshes only
[09:32] <gribo> it says bad edge, but not why the edge is bad, and i cant see anything wrong with it
[09:32] <Some_ux> check from the bottom view
[09:33] <Some_ux> if you see the edge
[09:33] <gribo> no double faces
[09:33] <Some_ux> double edges, not faces
[09:33] <Some_ux> better yet, erase that edge, then check from below, see if it's ok
[09:34] <gribo> nope
[09:34] <gribo> no double edges either
[09:35] <Velmar> you got veltools installed ? make a wok check - it will select the problematic edges/verts for you
[09:36] <gribo> no errors in wok check
[09:37] <gribo> stl check though, lots of open edges,
[09:37] <Velmar> wok check only works with meshes, too, btw
[09:41] <Some_ux> select all the verts then weld them
[09:42] <gribo> hmm, wok check says no vert at position 500,500, but there is one there
[09:43] <Velmar> usually, centering the pivot and doing a collapse/reset fixes the problem
[09:44] <Velmar> and a snap vert doesn't hurt neither
[09:45] <Velmar> 3dsMax has a way of driving you nuts - it shows you the vert position as 0.0 , but actually it's 0.0000000001
[09:45] <Some_ux> when I make a wok, I usually check the bottom view to see that there are no overlapping polies, I should only see the edges
[09:45] <gribo> mirko, thanks found out this fraction.
[09:46] <gribo> eli, I have only 18 vetrs here, no overlaps, no double edges
[09:46] <Some_ux> oh yea, and I snap verts
[09:48] <gribo> heh, 1.58333e-17, damn floats
[09:54] <gribo> increased the precision of max.
[09:55] <gribo> now i see 6 digits after the decimal point
[09:55] <gribo> take this! :P
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