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There are many rules which apply to walkmesh construction, which can be very confusing:1)
Rule #1 : A walkmesh should be very simple.
A mesh polycount of 100 is a good limit.
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To compile correct AABB structures for more complex walkmesh, use a 3D editor program that is at least 64 bit.2)
Rule #2: A walkmesh cannot have more than eight faces associated with any given vertex
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Most non-walkable face types do not count toward that limit, though you should still keep them to a minimum of 8 per vertex for future builders that might change your walkmesh surface types.3)
Rule #3: A walkmesh walkable portion must be single-planar non-complex
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You cannot have multi-level walkable portions that actually work correctly. Any vertex from any face cannot therefore overlap any other walkable face. Non-walkable faces do not have this rule.
If you make multi-level walkable space in GMax, you will likely crash the exporter. In other programs, it may allows you to build the AABB structure, but units using that mesh will jump from level to level randomly.4)
Rule #4: A walkmesh walkable portion must point upward
. Downward facing walkable portions can crash GMax exporter, and will lead to jerking and hopping of players in the game.
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| Info |
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| Merricksdad uses surfacemat 21 "barebones", which prevents walking, blocks the camera, but allows a player to target the ceiling with spells and pathing. |
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Rule #5: Walkmesh must be a single model node
. Supplying more than one AABB node in a model will have a lot of undesired consequences.
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All previous rules still apply. No overlap of walkable faces and vertices. Only 8 faces per vertex. Etc.6)
Rule #6: Avoid straight vertical edges
. Straight vertical edges breaks the no-overlap rule. Even when one of the vertices are part of a non-walkable mesh, this can still crash the toolset or engine.
Any time you have a height change in the walkmesh, offset it on the XY plane at least 1 cm. on each axis.
Rule #7: Position at zero
7) A walkmesh should have its origin (aka pivot) set to the tile center (aka 0,0,0), sharing the exact position of the aurorabase node.
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If the tile is a raised tile, this rule still applies.
Rule #8:No tile edge gaps
8) A walkmesh meant to allow travel off the tile must have an edge at exactly +/- 5 meters from the center of the tile. No decimal variation should be permitted.
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