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NWN HAKPAKS

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Title  Sleepable placeable bed
Author  Helvene
Submitted / Updated  04-02-2006 / 04-02-2006
Category  Placeables
Expansions  Works on all versions
Description
Ever wanted to let your PCs "sleep" on placeable beds?

This is a placeable bed made walkable, which, as well, allows characters to sit and sleep on it. I'm sure not going to make more, and this one is supposed to serve as an example to encounrage other builders to do more.

How?
This placeable has model classification set as "Tile", and uses aabb (walkmesh) plane instead of pwk. As far as I discovered it, there's no difference which material is applied to walkmesh plane, anyway, it allows to walk on all of model, so, the walkmesh should repeat the model's geometry as precisely as possible. It doesn't need a pwk plane, unless you want some parts of a model to be non-walkable.
Tested both for single-player and multiplayer.

Known issues
The model corresponds quite fine with other placeables' PWKs, but some issues are possible if it's walkmesh layer overlays the walkmesh of neighbouring tile, though it's not experienced every time. I'm not sure why it happens, and I don't know how it can be fixed, but I do hope that somebody else can find the reason.

RUS
Плейсовая кровать, по которой можно ходить. На текущий момент - не более, чем эксперимент, который я вряд ли собираюсь продолжать - но, возможно, кто-то другой заинтересуется его результатами.
Тестировалось и в сингле, и в мультиплеере.


Files

NameTypeSizeDownloads
bed_walkable.zipbed_walkable.zip
Submitted: 04-02-2006 / Last Updated: 04-02-2006
zip12.33Kb801
--
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used in Microset tileset


used in City Interior tileset





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Comments (16):

Posted by wolfsoul at 2009-04-21 09:54:30    
I can't figure out how to place this in my module..

Posted by Keltic_Oryantal at 2006-04-15 17:12:01    Voted 10.00 on 04/15/06
:)
_________________________
Cheers,
*K.O*
"Eliminating the need for a PnP game one NWN area at a time."

Posted by helvene at 2006-04-06 15:23:05    
>> what about the new onclick event cant you use the onclick event to jump them to the bed so thay dont walk to it? the reasion im asking is im working on a houseing system and this would be great for the placable beds you clikc it it jumps you onto the bed then you rest on the bed then it jumps you off?
I don't think this is possible.
_________________________
NWN haks
[Additional Bedrooms] [Arcanum Castle] [Big Forest Tree] [Caverns and Mines Expansion] [Desert Streams and Oasis merge] [Fancy Crates] [Forest Expansion] [More Trees] [Natural Caves] [Tracks] [Wooden Elven Interiors + Placeables] [Workshop Tileset] [Isengard Tower for Mountains] [Mineable Rocks] [Marble Elven Interiors + Placeables] [Arena Tileset] [Archer Towers] [Maze Tileset] [White Marble Castle] [Underdark Ruins] [Suspended City for Bioware Forest]
_________________________
NWN Overrides
[Bioware Rural Trees Override] [Bioware Winter Rural Trees Override] [Rural and Forest Overriding Fixes]
_________________________
NWN2
[Alternative Tree Textures]
_________________________
Legacy of Netheril third revision tileset haks
Amen NWN PW Hakpak

Posted by spider661 ( 68.21.xxx.xxx ) at 2006-04-06 00:58:58    
what about the new onclick event cant you use the onclick event to jump them to the bed so thay dont walk to it? the reasion im asking is im working on a houseing system and this would be great for the placable beds you clikc it it jumps you onto the bed then you rest on the bed then it jumps you off? then the player never really walks up to the bed so you dont get this glitch right?

Posted by Danmar ( 208.212.xxx.xxx ) at 2006-04-04 06:16:26    
Aye the CC folks found this out years ago. The only way it works almost reliably is if the bed's aabb mesh completely fills a tile from edge to edge and is exactly centered on it. If this models aabb mesh is exactly 1000x1000 and the center axis is located at 0,0,0 in the model then you can/should be able to use scripting to place the bed exactly in a tile's center and then it should work more often than it doesn't.

Because of these limitations it was never deemed feasible to use for much as just making a new tile with a bed builtin into was almost as easy and worked every time and you don't have to worry about exactly placement.

Posted by TheLurkingArchmage at 2006-04-04 00:41:51    Voted 10.00 on 04/02/06
Has anyone found out if these "strange" effects when using these ONLY happen if you lay the placeable so that it doesn't cross the grid lines...?

You should not use placeables across grid lines in any event. So it's just good design procedure -- see other threads on lag-reduction for why this happens.

If someone is getting the wonky bed behavior when NOT crossing any gridlines, please post here -- or on the CTP forums.

Posted by ScorpioChess at 2006-04-03 08:52:31    
About time someone made this. I find it ironic that Vampire-lovers made usable COFFINS that you could carry around (oof!) before making the more sensibly-used bedrolls.

Posted by spider661 ( 68.73.xxx.xxx ) at 2006-04-03 06:57:14    
well I downloaded it and took a look and i noticed the bug as well and I had this problem when I was trying to make walkable beds to (although I don�t have that much experience with modeling) I looked at the model and had a hard time figuring it out im still learning gmax like I cant figure out how you got the box1 to form fit to the model when I was doing it I just made a box the size as the bed and I had the same problem.. I did seem to fix it somewhat by making the box exactly the same size and the bed itself. I noticed you had the plane quite larger than the bed itself.. Have you tried making it the same diminutions as the bed but form fitting it like you did? I don�t know if it will work but if you have not tried it yet may be worth a try?
Also and I don�t know y (maybe its not classified as a tile when you do this) but if you make the placeable useable you cant walk on it no more just like the normal placeable.. Is that just something you did not account for or is there a way to make it usable and still walkable?
anyways there is my 2 copper on the subject don�t know if it will help (like I sayed I have almost no experience modeling) but if it does it was worth all the typing :P

Posted by helvene at 2006-04-03 05:36:05    
>> i assume this is the bug you are referring to?
Exactly. I managed to find some positions when it doesn't happen, but yet it needs fixing. As I wrote, I had posted it mostly to encourage other builders to continue the experiment I started.
It seems to happen cause the placeable walkmesh overlays the tile walkmesh, and the last one is considered non-existant.
_________________________
NWN haks
[Additional Bedrooms] [Arcanum Castle] [Big Forest Tree] [Caverns and Mines Expansion] [Desert Streams and Oasis merge] [Fancy Crates] [Forest Expansion] [More Trees] [Natural Caves] [Tracks] [Wooden Elven Interiors + Placeables] [Workshop Tileset] [Isengard Tower for Mountains] [Mineable Rocks] [Marble Elven Interiors + Placeables] [Arena Tileset] [Archer Towers] [Maze Tileset] [White Marble Castle] [Underdark Ruins] [Suspended City for Bioware Forest]
_________________________
NWN Overrides
[Bioware Rural Trees Override] [Bioware Winter Rural Trees Override] [Rural and Forest Overriding Fixes]
_________________________
NWN2
[Alternative Tree Textures]
_________________________
Legacy of Netheril third revision tileset haks
Amen NWN PW Hakpak

Posted by bloodsong at 2006-04-03 05:28:42    
have you posted on the custom content forum?
it is not working well for me, on almost every instance, the pc will hit the edge of the placeable's border, then start walking in place about 20 meters up in the air, and then bounce back down. i assume this is the bug you are referring to? only it is happening to me almost every time. :/

Posted by mondego at 2006-04-03 02:12:07    Voted 10.00 on 04/03/06
love it!

Posted by mondego at 2006-04-03 02:11:10    Voted 10.00 on 04/03/06
thanks, helvene another one to add to my packs.

Posted by spider661 ( 68.73.xxx.xxx ) at 2006-04-02 23:24:47    
OMG someone finally did it i have not downloaded yet but it looks good and everone sayed it cant be done but here it is wish i knew modleing more so i understude how you did it but i really hope soemone takes the rest of the placables from cep and the game and does the same this is great your a genuse in my book (no matter how low on the shelf that book is on every one elses shelfs :) )

Posted by helvene at 2006-04-02 19:29:58    
I hope there will be someone who manages to solve the problems this method has now.
_________________________
NWN haks
[Additional Bedrooms] [Arcanum Castle] [Big Forest Tree] [Caverns and Mines Expansion] [Desert Streams and Oasis merge] [Fancy Crates] [Forest Expansion] [More Trees] [Natural Caves] [Tracks] [Wooden Elven Interiors + Placeables] [Workshop Tileset] [Isengard Tower for Mountains] [Mineable Rocks] [Marble Elven Interiors + Placeables] [Arena Tileset] [Archer Towers] [Maze Tileset] [White Marble Castle] [Underdark Ruins] [Suspended City for Bioware Forest]
_________________________
NWN Overrides
[Bioware Rural Trees Override] [Bioware Winter Rural Trees Override] [Rural and Forest Overriding Fixes]
_________________________
NWN2
[Alternative Tree Textures]
_________________________
Legacy of Netheril third revision tileset haks
Amen NWN PW Hakpak

Posted by TheLurkingArchmage at 2006-04-02 19:27:31    Voted 10.00 on 04/02/06
Excellent job, Helvene.

Posted by TheLurkingArchmage at 2006-04-02 19:27:12    Voted 10.00 on 04/02/06
A fortunate accident which was discovered when a smelter tile by Helvene was being cut out for use as a placeable by Rosietreats -- sometimes a happy accident occurs!

Good work testing the concept so fast and putting it up for all to see.

Anyone want to volunteer to do this for all CEP beds? that would be quite a popular hak, as long as people remember NOT TO LAY THESE ACROSS TILESET GRID EDGES... just shouting a warning.. can cause wonky effects.

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