te copypasteo la respuesta que le habi-a dado a otro usuario que habi-a preguntado lo mismo:
for assign the walkable and no walkable cells in the building you must edit the "cellmap value" parameter in the xml
1=no walkable (wall), 0=walkable
For example for made a 3 cell building with a door in each one of his walls:
<cellmap value="true">
<row value="101"/>
<row value="000"/>
<row value="101"/>
</cellmap>
For made a 4 cell building with only 3 doors:
<cellmap value="true">
<row value="1011"/>
<row value="1011"/>
<row value="1000"/>
<row value="1011"/>
</cellmap>
You can't put floor in your buildings... the units don't know where is the collision
ah, and a very important thing for your building looks well ingame, you must use the cells of the 3ds max's grid as a reference for decide the number of cells that will have the building. 1 cell of the 3ds max' grid= 1 cell of glest game
you can merge in your escene this
generic glest character by this way you can see the exact proportions of your building compared to a glest character, you can see if the door is enough heigth or width, etc