Istorian Posted September 14, 2008 Share Posted September 14, 2008 I followed Quanon's video tutorial on how to make an area, but the walkmesh was wrong. So, I want to make a walkmesh for an area, but I don't know how...could anybody post a tested method on how to make a walkmesh that works? Thanks in advance. |I| Link to comment Share on other sites More sharing options...
Marius Fett Posted September 14, 2008 Share Posted September 14, 2008 Create a copy of the floor, extrude the edges by 0. Then use the move tool to move those edges up to where they need to be. (This will make the walls.) Then follow Q's instructions on material ID's etc. Link to comment Share on other sites More sharing options...
Istorian Posted September 14, 2008 Author Share Posted September 14, 2008 So, what did Q show wrong? |I| Link to comment Share on other sites More sharing options...
Quanon Posted September 14, 2008 Share Posted September 14, 2008 So, what did Q show wrong? |I| Nothing wrong really, K1 seems to be more "buggy" on this then TSL. Just this last week I used the same area in both games, K1 version looked awfull and the Walkmesh was bugged. TSL a near perfect area on the texture stuff and a great working Walkmesh. I can't really put my finger on it what the big differance could be. Anyway be prepared to do this more then once Link to comment Share on other sites More sharing options...
Sithspecter Posted September 15, 2008 Share Posted September 15, 2008 Yeah, I've found the same problem to be true. If you have too many edges too close together on a walkmesh in K1, it'll have some issues. I make lower poly walkmeshes so that it will work. You can make a copy of the floor, but I'll go better if you edit the edges so that they're about .5 to 1 meter away from the walll so your character's feet don't go through. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.