Useable Beds - calsailx
07 23 2016- Added Loose Tiles for TIC01 and a Lowered Bordello bed for TIN01.
07 23 2016- Edit: Added a hak file for TIC01 beds seeing as how project is under "haks".
All my old Useable/Walkable bed tiles from old vault.
Old IDs: 7645 7633 7752
TNI02 - Castle Interior 2
TNI01 - City Interior 2
TWC03 - Fort Interior
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Useable Beds for "Castle Interior 2"
tileset walkmesh tile changes for
TNI02 bed tiles.
tni02beds_v2 is a release that fixes a cosmetic detail in tni02_e1_01 where at low camera angles you could see under the mattress from the foot of the bed. 12-15-2013
07 25 2016 - V3 plea for feedback: Unless I hear different only fix going into a future v3 version for TNI02 will be improved pathfinding for tni02_e01_01 tile using fixes that went into the walkmesh of the tic01 version's walkmesh.
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Useable Beds for "City Interior 2"
tileset walkmesh tile changes for
TNI01 bed tiles.
"tni01beds_v1ax.hak" adds walkmeshes to bed tiles AND includes a tni01_q04_02 file and changes to .set and .itp files to let a third Home Upper group be availble in toolset. Use of the Home Upper group is not recommended for Ambient NPC's pathfinding in this group is misserable.
Also "ax" Bordello Group uses a bed on a lowered platform that allows npc's to pathfind onto it better. Benches lowered so sitting humans aren't squatting in mid air.
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TWC03 - Fort Interior
Useable Beds for Fort Interior and more if you use the "ax" version of the hak.
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TIC01_v01 --- Uploaded the loose tiles for folks to use, I might one day finish the four tiles for a Royal Bed Chamber.
As luck would have it poking around a old harddrive found my set of TIC01 bed tiles that never made it to the old vault, like as not because I hadn't turned my ambient npcs loose to test those tiles to death yet. Or I did and had a tile I was unhappy with the npc pathfinding acrossed it from some point.
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TIN01_v01 --- Four loose tiles just a reskin of my tni01 ax bordello bed.
Lowered bed and platform to make pathfinding for NPC's easier.
You have to use all four tiles in a hak to have to have pathfinding work correctly.
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Module builders using the haks or just the tiles within would be doing myself and others using these tiles a great favor if they report any bugs that they find. A NPC running at AI_LEVEL_NORMAL stuck on one of these tiles NOT in a Home Upper Group is a bug in my book, and I'd like see a comment that includes the tile number so the problem can be addressed.
Some of the Walkmeshes where done fairly early in my G-max days so I'm sure we can find room for improvement in the pathfinding charatoristics.
CC modelers are welcome to reuse these tile walkmeshes in thier own work in part or in whole.
For that matter I would love to see examples where pathfinding at close range to the bed has been improved upon and made to look more natural. Sometimes just turning a edge can make all bright and rosey for that short range pathfinding, and I'm always willing to listen and learn.
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Seeing as how it's always bothered me that my npc's might get cold, attempting to do blankets for the Community VFX project. Planning and experimenting at the moment.
The above pic is a screen shot of tic01_e01_01 this version used the same walkmesh as the tni02 tile, in further testing the walkmesh I found what I can consider a bug in the walkmesh used by them both. The tic01 version in testing has had major changes to walkmesh on the right side, and foot of the bed.
Expect a v3 version of TNI02 that addresses the pathfinding from the bottom right side of the bed of tni02_e01_01 to objects near the wall below the foot of the bed. Now I know why I never released a version for TIC01 it was this stupid bug in the walkmesh. Sorry folks I should have caught this one!
Believe it or not, the walkmesh to this one tile has ate up more time then any ten tile walkmeshes I've ever had to deal with.
Current TNI01 blanket VFX in game.
Single Bed in game 
A bedroll anyone?
I've been using these in my hak-patch for some time now and am quite happy with them!
For anyone interested, I plan on getting back to working on the blanket vfx's. Was working on the animations for them going on and off when I got sick. Haven't forgotten about them, but they are sitting on the back burner till I finish another project.
Could have put the new TIC01 files into a hak, but most likely those using these files are rolling their own hak with them.Put a hak file up seeing as how project is listed under "haks"!
Be aware that the Lowered Bordello Bed for TIN01 has a new walkmesh for all four tiles using only the two tiles for just the bed it's self, will muck up pathfinding in unexpected ways.
Since you're looking for bugs, the bunk beds in the Fort Interior tileset have some pathfinding issues. Sometimes the PC will get stuck trying to get from one side to the other instead of climbing over or around the lower bunk.
Update on May 18, 2016: I've gone back and done testing with only this hak installed and the problem goes away. In the modules where I've had intermittant troubles, I have Project Q installed. I just now checked and there is no file conclfict between twc03_beds_v01ax and Project Q. Then I did a quick test with just the PC and no monsters... no problem. But when I play with 3 henchmen and some monsters, the monsters and the henchman can get stuck sometimes. Maybe it's not a Q issue but the # of creatures doing pathfinding? At the very least I think it's worthwhile to crack open the file and verify that the walkmeshes are good. After all, the issue is intermittant.
Thanks for the feedback Grymlorde, sorry I let one slip though. Added pathfinding bug to my todo list!