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Map Conversion weirdness

Started by GogglesPizanno, July 29, 2007, 09:42:01 PM

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GogglesPizanno

So I was playing aruond with converting some maps this weekend from FF1 and i ran into a weird quirk on the Frozen Boathouse map.
The area of the map that is suposed to be the frozen lake wont let characters walk on it. They just run under it to the ground below.

It treats that particular mesh section on the map similar to objects that have no bounding box, characters just run through it as if it weren't there. As a result when running on the lake, its more like running under the lake, as the game is not seeing that mesh as part of the ground. Ive looked at it in Nifskope and couldn't find anythign jumping out at me.

If it were just a game object I would just add a bounding box and see if that fixed the problem, as this is part of a map, Im not sure what to actually look for. The mesh section itself is flagged with the "AREA_ICE" tag which if I remember the editor documentation is what the game should be using to determine movement on a map.

Im a little befuddled.
Anyone have any ideas?

GogglesPizanno

OK I figured it out. It WAS a bounding box issue...
Apparently you can add individual bounding boxes to mesh pieces on a map.
So for those who were curious.

* First convert the map to FFvTR using the mesh converter

1. I copied an existing bounding box NiNode branch from a working object and pasted it into the map NiNode I was having problems with as a child branch.
2. I deleted the TriShapeData node from the bounding box Branch (so now the bounding box has no mesh Data).
3. I copied the TriShapeData node from the problem mesh piece and pasted it, then linked it as the TriShape Data Node for the bounding box (basically duplicating the problem mesh piece as a bounding box).

I repeated this for each piece I was having a problem with.