Sithspecter Posted January 15, 2008 Share Posted January 15, 2008 I'm working on my WW2 mod, and I made a tank that was going to be a placeable. The only problem is that there is no collision. I go right through the tank when I walk to it. Also, I could use some help on 2DA editing. Link to comment Share on other sites More sharing options...
Marius Fett Posted January 15, 2008 Share Posted January 15, 2008 I believe the "walking through" is something to do with the walkmesh? Link to comment Share on other sites More sharing options...
Quanon Posted January 15, 2008 Share Posted January 15, 2008 I'm working on my WW2 mod, and I made a tank that was going to be a placeable. The only problem is that there is no collision. I go right through the tank when I walk to it. Also, I could use some help on 2DA editing. You'll have to use a Walkmesh of an orginale Placeable . Best shot would be a Landspeeder . In KotorTool : KotorI=> Bifs => Models => Placeable Object Walkmesh I think you could edit them to match your Tank shape . Though I have no clue how to anymore . I would do a search here on Holowan . There's sure to be an old thread about it . Link to comment Share on other sites More sharing options...
Inyri Posted January 15, 2008 Share Posted January 15, 2008 You can make your own custom walkmesh -- I've done it before, I just... don't remember how. Find some NWN tutorials, though. I learned successfully how to do it that way, as it's the same since the engines are effectively the same. Link to comment Share on other sites More sharing options...
Darth InSidious Posted January 16, 2008 Share Posted January 16, 2008 You'll need to open the .pwk with KotOR Tool, extract it as ASCII, open it in a text editor _and_ in Gmax, then edit some of the co-ords until they're as you want them. Use GMax as a visual aid, in short. That's how I do it, anyway. Also, don't forget to import your placeable into GMax, too, so you have a reference as to size. Link to comment Share on other sites More sharing options...
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