Originally posted by boneplaya
I'm not sure how sophisticated the walk mode will be - whether it will only apply to NL-generated things like the track, catwalks, and terrain, or everything. Like you mentioned, the users would need a way to specify those surfaces that are walk-through-able, which would both be difficult to account for as a developer and as a user.
I'm not sure how sophisticated the walk mode will be - whether it will only apply to NL-generated things like the track, catwalks, and terrain, or everything. Like you mentioned, the users would need a way to specify those surfaces that are walk-through-able, which would both be difficult to account for as a developer and as a user.
Early on there was a video demo of the walk mode, and according to Ole it was done with imported objects. Thus it looks like NL will generate a collision model automatically, and my guess is that you can specify whether or not an object will have collision. Collision meshes are simply the "skeletons" used by the program for the sake of physics; for collision detection, and the collision mesh typically needs to be much more simple than the actual object or the engine will waste more than necessary. (More complex collision meshes use more memory and probably cost more to compute on, not sure.)
Building collision meshes is a pain, but most programs that need one can generate one for you. My guess is that for NL, you will simply be able to specify whether or not an object needs a collision mesh which a monkey could do. Not sure if NL will let you get more detailed and specify surfaces to omit collision from, or even let you specify the detail level of a generated collision mesh or import your own. Chances are that they'll keep things as simple as possible without compromising too many options.