bead-v

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Blog Comments posted by bead-v


  1. Quote

    The MDL walkmesh handles grass and camera-blocking whereas the WOK walkmesh handles actual movement and pathfinding. AFIAK both share identical geometry. I imagine this is because of certain precomputed values stored in it that change when the model shifts?

    They may have different geometry – we had one example from Manaan where one vertex had different coords in the WOK, but this was lost on recompilation because MDLedit took the MDL AABB data by default (operating from the same assumption that they're always the same). As a result, the PC would get stuck trying to walk over that part of the walkmesh. It's possible that this was a manual fix only to the WOK, while the AABB node retained the original value.

    But yes, generally, they're the same. According to ndix UR, this is probably a remnant of a client–server setup.

     

    Quote

    The root node in MDL doesn't come with any controllers at all, I should probably check if MDLEdit is capable of this if the ascii file is modified correctly.

    Nope, the "root node" is not a node in the same sense as its children, it doesn't have the same structure in the file format. The structure it has does not support controllers.

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  2. I think what jc2 suggested is really important. The way I learned to script is by looking up how something I want to do is done somewhere else in the game. But sometimes particularly this issue got in the way, because sometimes things seemed like they just happened, so I didn't know where to look for the script. I learned eventually, but for the newbie, this is definitely important to cover.

     

    jc2, in short, scripts can be fired by:
    1. events
    2. dialogs
    3. ExecuteScript()

    4. some GUI events (the script is then listed in a .2da)

     

    I think this exhausts the different ways it can be fired. Correct me if I missed something!

     

    The first one needs a lot of comments, hopefully to be dealt with in the stream :)

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