Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Walkmesh Question?

Page: 1 of 1
 The Source
01-09-2006, 6:36 PM
#1
Walkmesh Question?
This morning, I decided to playaround with a map. I noticed that when I opened a sealed off door, that there was another room. However, the game will not allow me to walk into the room. So, I manipulated the paths files for the level. Unfortunately, manipulating the path files does not make the room walkable. While looking through the module editor, I did not find any tools for expaning the walkable areas of the game.

Is there a way to make an unwalkable room into a walkable one?
 Det. Bart Lasiter
01-09-2006, 6:45 PM
#2
First try checking if there's a placeable in your way, if there isn't than it's a walkmesh problem and I don't think we can edit/create those yet.
 The Source
01-09-2006, 7:09 PM
#3
First try checking if there's a placeable in your way, if there isn't than it's a walkmesh problem and I don't think we can edit/create those yet.
I messed around with the Walkmesh files, but there are not many options. If there was a tool that allowed you to mess with the entries, than I think we can solve this obsticle.
 Darth333
01-09-2006, 11:18 PM
#4
Did you tried KT?
 Det. Bart Lasiter
01-09-2006, 11:23 PM
#5
^^^^
There's a strong possibility that it would corrupt the module. I believe walkmeshes are one of the (numerous?) reasons we can't create entirely new modules.
 Darth333
01-09-2006, 11:26 PM
#6
For the easy swoop racing mod for K1 I manipulated the .lyt files but now kt has a pwk editor. I've never had the opportunity to seriously test it until now but it could be worth a try (note that I didn't had the time to get into modelling at all so I could be 100% wrong)
 rgdelta
01-09-2006, 11:31 PM
#7
I have not done much with the path files but I played a bit with it but have not tested it in game yet but you can see the path in the module editor and you can open the path file and edit it in kgff that is the extent I have done with it. The pth files that is have not dealt with the pathmesh files.
 Det. Bart Lasiter
01-09-2006, 11:33 PM
#8
 The Source
01-09-2006, 11:34 PM
#9
For the easy swoop racing mod for K1 I manipulated the .lyt files but now kt has a pwk editor. I've never had the opportunity to seriously test it until now but it could be worth a try (note that I didn't had the time to get into modelling at all so I could be 100% wrong)
Yeah! I used the KotORTool to manipulate the .lyt and pwk files. Unfortunatly, the KotOR Tool doesn't save the files in a manner that they can be used. I think Fred is still working on this proccess. There is very little options in the KotOR Tool when it comes to these files.
 The Source
01-09-2006, 11:36 PM
#10
I just tried it: Unknown Data. (http://www.imagebucket.net/images/jmac7142/unkdata.jpg)
First, sorry for the double post. Yeah! When you save the edits that you make, the two versions that you can save conflict with the module. I couldn't walk in the room that I edited.
 Fred Tetra
01-10-2006, 9:53 AM
#11
Walkmeshes for modules (.wok files) are not yet fully understood. The editor in Kotor Tool is really for adjusting a few of the header values and converting ASCII<->binary. Once the format is better understood (I've put in dozens and dozens of hours into it so far to largely no avail), you'll have to use a tool like 3DS Max to build a new mesh.

Just FYI, PWK's are walkmeshes for Placeables and DWK's are for doors. PTH files appear to be 'helpers' for NPC pathfinding.
 The Source
01-10-2006, 11:43 AM
#12
Walkmeshes for modules (.wok files) are not yet fully understood. The editor in Kotor Tool is really for adjusting a few of the header values and converting ASCII<->binary. Once the format is better understood (I've put in dozens and dozens of hours into it so far to largely no avail), you'll have to use a tool like 3DS Max to build a new mesh.

Just FYI, PWK's are walkmeshes for Placeables and DWK's are for doors. PTH files appear to be 'helpers' for NPC pathfinding.
Hey Fred!
When I examined the gray box, at the bottom of the .wok editor, I noticed values that represent coordinates. In some of the files, I also noticed sections that say 'Walkable' and 'Non-Walkable'. Eventhough we don't know anything about the file types, I did place a saved ASCII into the 'Overrride' folder. What I found was that it locks the PC out of certain rooms in a given level. As if they cannot walk into the room. The room still exists, but you can no longer walk into it. Eventhought the file is a dummy, it still causes us to see a logic in coalations. Otherwords, these files deterimne what is walkable and what is not. Is there a way that I can open these files in MS Excell?
 Fred Tetra
01-11-2006, 10:31 PM
#13
Hey Fred!
When I examined the gray box, at the bottom of the .wok editor, I noticed values that represent coordinates. In some of the files, I also noticed sections that say 'Walkable' and 'Non-Walkable'. Eventhough we don't know anything about the file types, I did place a saved ASCII into the 'Overrride' folder. What I found was that it locks the PC out of certain rooms in a given level. As if they cannot walk into the room. The room still exists, but you can no longer walk into it. Eventhought the file is a dummy, it still causes us to see a logic in coalations. Otherwords, these files deterimne what is walkable and what is not. Is there a way that I can open these files in MS Excell?

What you're seeing is likely the result of the game engine not being able to parse an ASCII walkmesh file. As far as I know, it only works with the binary format. The data you see in the grey part of the editor is only showing you an ASCII representation of the binary data; well, at least as much as I've figured out, that is. I have changed (using a hex editor) various polygon's walkmesh types to see the effect, but there is other data in the .wok file that I haven't figured out the purpose of. I have probably already spent 40+ hours on the .wok/.pwk/.dwk file formats and .woks contain the most unknown data of the three.
 The Source
01-11-2006, 10:42 PM
#14
What you're seeing is likely the result of the game engine not being able to parse an ASCII walkmesh file. As far as I know, it only works with the binary format. The data you see in the grey part of the editor is only showing you an ASCII representation of the binary data; well, at least as much as I've figured out, that is. I have changed (using a hex editor) various polygon's walkmesh types to see the effect, but there is other data in the .wok file that I haven't figured out the purpose of. I have probably already spent 40+ hours on the .wok/.pwk/.dwk file formats and .woks contain the most unknown data of the three.
I was able to look at the ASCIIs though MS Word. There are some consistant variables, which can be found in each one. However, there are also variables that only show up in a few.

There are X,Y, and Z Coordinates. (Controls what areas that can be walked upon.)
There are: Ground/Surface Types, which control how you walk on certain terran.
There is Face, which I can't figure out.

Is there a way to edit: add, subtract, etc... the X,Y,Z Coordinates?

Edit::
After seeing the files, I can see why you would be pulling your hair out... So much information in those files..
 Fred Tetra
01-11-2006, 11:11 PM
#15
The editor is mainly for converting binary to ASCII for use in 3DS Max and back to binary for use in the game. You can edit any of the data in an exported ASCII file and convert back, but only PWKs and DWKs (placeable and door meshes) can be used. The data contained in WOK files, while still contained in BWM-format (BioWare Walkmesh, I presume) like the others, is more extensive and not fully comprehended yet.
 The Source
01-12-2006, 6:31 PM
#16
Hey Fred,
Thanks for going over this a little. I thought I would be able to help you out in finding some logic. However, there is so much to those files, and I think it would take forever to decode and organized.

Thanks man! :)
Page: 1 of 1