| 05-02-2007, 12:27 PM | #1 |
Im making some terrain, but the trouble is its not pathable, what should i do? (btw the terrain is a village built on stilts) i had a few ideas: - start again and make everything pathable, but that might ruin my terrain - make another doodad, make it pathable, make it invisible, then place it under everything i want to be pathable -give up So if u can give me a hand that would b good Cheers. |
| 05-02-2007, 07:16 PM | #2 | |||
Unfortunately, those three options are, as far as I know, the only ones. Quote:
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| 05-03-2007, 02:31 PM | #3 |
ins tthere some way to group doodads then add pathing? |
| 05-03-2007, 04:08 PM | #4 |
Can't you use "replace doodad"? |
| 05-03-2007, 07:49 PM | #5 | |
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well... just some quick thought.... how about first modifying the invisible platfrom doodad so it shows something opaque and when the terrain is fnished just change back the invisible platform |
| 05-03-2007, 08:28 PM | #6 |
you COULD copy and paste the terrain onto the new map where you have the walkable destructibles |
| 05-04-2007, 10:37 AM | #7 | |
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wat i mean is inst there sum way to change the pathing map of an object, i remember seeing some thing where the person used pink and blue pixels to make a pathing map for stairs, i was thinking if i could do a doodad merge (geoset merge, or sumthing like that, i dont model), then i could just add a pathing map. sound resonable? |
| 05-04-2007, 06:59 PM | #8 |
even if you do have the pathing, the doodad itself is not walkable, only destructibles, but i could be wrong on that. |
| 05-05-2007, 12:57 AM | #9 |
The best way is what xXm0rpH3usXx described. If you cannot or are unable to reskin the invisible platform you can always judge the platforms walkable altitdue via the bottom of the pink checkered cube. Whenever I terrain my usually attempt to make the map pathable. :) Also, if you have stairs or ramps leading up to the building and you want them walkable, make sure you use the smaller platforms. The units change in elevation wont be quite so abrupt that way. If its destructables you want walkable you could always alter the pathing with a .tga file :) Of course, its much easier if you get the pathing in WHILE building your structures. That way you can have the pathing follow your pieces around while finalizing its construction. |
| 05-05-2007, 01:54 AM | #10 |
uhm... what i said is a bit different, but im sure whoever would have thought it would be interesting would have asked until now... so i guess there is no interest anymore... |
| 05-06-2007, 06:18 AM | #11 |
[quote=Blitzkreige] If its destructables you want walkable you could always alter the pathing with a .tga file :) [quote] yeah, thats wat i meant, except i dont realy know wat to do, how exactly do u do that? |
| 09-27-2007, 10:00 PM | #12 |
is the village one big doodad?...if not you should be able to use pathing blockers to stop your soldiers from actually running on the roof tops |
| 09-28-2007, 05:59 PM | #13 | |
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I do not know what you map is like, however if everything is up in the air you could make units fly at X level - that level being what ever the level of the platforms are. Region to region you can "correct" height either raising or lowering the height to match. Then you would only have to convert pathing to block both land and air movement on some doodads - usually relatively easy just changing the pathing map of certain doodads in the object editor (will change pathing for all doodads of that kind in your map) then perhaps using the pathing blocker. I believe arcane observatory works rather well with many of the larger doodads. If you have used pathing blockers then it is easy to trade those off. |
| 09-30-2007, 12:09 AM | #14 |
its ok man, that was 4 months ago... |
