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

  1. Layout — Define rooms and transforms in LYT. Room order determines indices used elsewhere.

  2. 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.

  3. VisibilityVIS describes which rooms can see which; keep it in sync with the LYT room names.

  4. Area dataGFF ARE and the rest of the module set follow normal module layout. Resolution order is described under:

Tooling

Troubleshooting

See also