Transition/walkmesh Problems...

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*Beakeiter01
Posts: 10
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Beakeiter01 »


Hey there,

If anyone could offer me some advice on this issue...

Info:
- The whole area is using "Standard Interior"
- The area marked in red is the area of the problem. You can't walk into it.
- The green arrows mark the four transitions i tried creating to make short transits into the area if now theres some weird "cut off" between the walkmeshes. (Didn't work...)
- The area is baked and placables are set to "Environmental".

So im building this interior and ive come across a problem. As you know you can change the apearance of tiles of the same type by clicking the "Upp arrow" on the keyboard for diffrent types of tiles of the same catagory (In this case "Standard Interior"). After a considerable time building I noticed while testing that the area marked in red doesn't allow you to walk into it. :banghead:

I do understand the issue of having diffrent Catagories of tiles like for example "Standard Interior" and "Crypt" beside eachother(Just an example. Here its only "Standard Interior" tiles") and that usually it results in that the walkmeshes cut eachother off...due to diffrent hight or something. However this time im using the same catagory of tiles.

Shouldn't they be compatible? :confused:

I tried to solve this issue by creating short transits between the tiles as you can see on the pictures by the green arrows. But the Transitions doesn't work eather.

Anyone got any miracles, or good advice how I solve this issue without having to change the tile? :blink:




*Darker_Thought
Posts: 116
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Darker_Thought »


I have had this isssue serveral times aswell. Never got around it... -.-

And thanks for helping me some with this area Beakeiter! :)
*Whitefly
Posts: 315
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Whitefly »


You shouldn't need a transition to make that work. If you're struggling with the walkmesh, you can bake the area with a working walkmesh at that location, then replace it for the crypt tile you want and not bake it again. It's crude, but it should be effective. You might struggle to find a walkable standard interior tile with that downwards dip the crypt tile has though.

I believe the alternative is to add in walkmesh helper placeables to bridge the gap.
*Beakeiter01
Posts: 10
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Beakeiter01 »


Whitefly,Dec 13 2016 wrote: You might struggle to find a walkable standard interior tile with that downwards dip the crypt tile has though.

I believe the alternative is to add in walkmesh helper placeables to bridge the gap.
wrote:You might struggle to find a walkable standard interior tile with that downwards dip the crypt tile has though.
The tile in the middle is not of the Crypt tileset, It's a version of the Standard Interior.
wrote:I believe the alternative is to add in walkmesh helper placeables to bridge the gap.
What placables would that be? :)
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