newbiemodder Posted April 1, 2011 Share Posted April 1, 2011 Great work TB and all those who helped.....look forward to the finished product Link to comment Share on other sites More sharing options...
Jaevyn Posted April 1, 2011 Share Posted April 1, 2011 Just as an aside, you can avoid giving creatures, waypoints and triggers (except mines) a Z axis value, but you cannot do that for placeables. Placeables do not snap immediately to the walkmesh - you must do it manually. I usually do this simply by looking at the Z axis of nearby placeables to give me an idea. Link to comment Share on other sites More sharing options...
bead-v Posted April 3, 2011 Share Posted April 3, 2011 Great job Timmy, congrats.. I'm interested in knowing how well this works in oddly shaped areas though.. =P Link to comment Share on other sites More sharing options...
TimBob12 Posted April 3, 2011 Author Share Posted April 3, 2011 You could always break an area down into smaller squares although it doesn't have to be a square I guess. Breaking it down would be more efficient but covering the whole area in one big square shape thing would mean less work. Either way its still a lot less work than finding each individual coordinate for NPCs and putting it in the git file. Link to comment Share on other sites More sharing options...
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