Indoor Area Room Layout and Walkmesh Guide - OpenKotOR/PyKotor GitHub Wiki
Indoor Area — Room Layout and Walkmesh Guide
This page is the high-level workflow overview for building or restructuring an indoor module. If your layout already exists and the specific problem is "the player cannot cross between rooms," use Area Modding and Room Transitions for the seam, roomlink, and transition-ID details.
Building an indoor module requires coordinating several subsystems: room layout, walkmesh transitions, visibility, and packaging. The format specifics live on the linked format pages; the workflow below shows how they fit together.
Workflow overview
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Layout — Define rooms and transforms in LYT. Room order determines indices used elsewhere.
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Walkmesh — Each room needs a BWM (WOK) with correct transition indices matching the LYT room index for doorways and crossings. See Transitions and Door Placement.
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Visibility — VIS describes which rooms can see which; keep it in sync with the LYT room names.
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Area data — GFF ARE and the rest of the module set follow normal module layout. Resolution order is described under:
Tooling
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Holocron Indoor Map Builder
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Community tools — KOTORMax, kotorblender, kaurora; tradeoffs and links are summarized in:
Troubleshooting
- Cannot walk between rooms — Usually transition IDs on walkmesh edges, LYT order, or missing/incorrect VIS. Use Area Modding and Room Transitions as the dedicated troubleshooting reference, then compare your workflow against Room crossing and walkmesh.
- Kit / template structure — Kit Structure Documentation.
See also
- BWM File Format
- LYT File Format
- VIS File Format
- Reverse Engineering Findings — BWM / walkmesh / AABB — engine-side walkmesh tree behavior