How can i configure which part of the model is walkable?

tillinghast

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i'm looking at Doodads\LordaeronSummer\Terrain\BridgeRampSmall45\BridgeRampSmall45.mdx and it's just one geoset, without collision but it's a flat ramp
you're talking about them adding a flat plane over the steps so that units wouldn't snap up and down when walking on it, right?
i think it depends on the pathing texture, without it units will just walk through
 

Remixer

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As far as I know, the dimensional extents define the walkability. Typically you calculate extents based on all vertices, meaning all visible parts of models reach the maximum and minimum value of extents, but that doesn't necessarily need to be the case. Probably you can also do the extent calculations on Geoset basis - I am not sure though.

As far as I know, pathing texture does not matter.

Extent calculation can be done in 3D-editing software (such as Magos Model Editor) or probably even notepad on .mdl version models.
 

tillinghast

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wouldn't snap up and down when walking on it, right?
Yes.
i did some testing
9.jpg
tables on the left are doodads but with walkable pathing texture
tables on the right are modified "Invisible Platform" from "Bridges/Ramps"
it even adjusts for variable height!
so it has to be in the bridge/ramp category i guess
Pathing texture?
this thing
10.jpg
 

check ramp here. Unit walks on a separate geoset so it does not jump on each stair.
I'm only talking about position Z here.
 
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Remixer

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check ramp here. Unit walks on a separate geoset so it does not jump on each stair.
I'm only talking position Z here.
Object such as stairs often have a separate invisible part which extents are calculated, as otherwise the units walking up or down the stairs would be bouncing from each stair to the next. So in fact, the units are walking on an invisible slope position on the stairs - this is a common practice not only in Warcraft 3 but in other games as well.

In Warcraft 3, other elements are also based on model extents. For example health bars are positioned on top of the unit extents. One part of model which is usually (always) excluded from extent calculations is the unit portrait panel as it is typically larger in dimensions than the unit itself. Of course, doodads or destructibles do not have one.
 

Remixer

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I dont understand how to make stairs at the moment
What part is unclear for you? The essential steps for making walkable stairs are:
1) Create a mesh for the visible stairs - this mesh can be for example one visible Geoset of vertices that will display the material and texture of your choice. This is what people will see in-game. You should set this mesh' vertical height extent to be less than the visual appearance (for example: Actual Extent - 32).
2) Create an angled plane that is positioned directly above the part of the stairs you wish to be walkable and adjust its height so that it slops at the correct height across the stairs. This plane can be its separate Geoset and you should calculate its extents according to the mathematical space / dimensions (automatic calculation). This plane should be invisible and only carries a simple geometry. Its only purpose is to act as the physical extent of the stairs and it will not be visible ingame.
3) Make sure that the height (Z) extent of the invisible plane is greater than the corresponding height of the visible part of stairs and that they are accordingly placed within the model geometry.
4) Ingame result: The visible part of the stairs is treated as nothing but a visible aspect of the model - units cannot walk ontop of it, as it has no geometrical extents within the game - the visible part of the stairs is essentially a ghost. It is not physical. The invisible part of the stairs (the plane we created) is however physical and units will walk ontop of it, but it will remain invisible (positioned just slightly ontop of the visible part of the stairs), giving the illusion as if units were walking ontop of the visible stairs.
5) Give your in-game object appropriate pathing texture to prevent units from walking into the only-visible but not-physical parts of the model.
 
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