XML:ONLV: Difference between revisions

779 bytes added ,  5 March 2013
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This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids.
This tag is mandatory. It contains a link to BNV data (*.dae) which is used to create pathfinding grids.


(What the heck does BNV stand for? Bungie Node Volumes?) ^_^
For example:
<Import Path="env/lab_bnv.dae"/>


Making BNV consist of 2 parts: rooms and ghost quads.
(What again does BNV stand for?)
;In Mod Tool
* those objects are named "ghost_''N''" and "room_''N''"; whereby room is an area for pathfinding and ghost connect those areas
* ghosts are vertical planes with a transparent texture named "_marker_ghost.tga"
* rooms are horizontal planes with textures named "bnv_grid_''N''.tga"
;Tolerance values
* every ghost wall has to be parallel to 2 room quads
* every ghost wall has to be parallel to 2 room quads
* uneven ground tolerance +/- 2 in height.
* uneven ground tolerances:
** under optimal circumstances pathfinding works on a plane that is +4 world units above or -0,5 beneath the pathfinding grid
** characters can step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp
** max degree of ramp you can go on is 70°; bigger degrees make characters slide down a bit and then fall through to death
 


BSL commands:
;BSL commands
* chr_show_bnv = 1 shows number of bnv the player is standing on
* chr_show_bnv = 1
* ai2_showgrids = 1 shows pathfinding grids
:: shows number of bnv the player is standing on
* ai2_chump spawns a friendly striker that follows the player if possible
* ai2_showgrids = 1
:: shows pathfinding grids
* ai2_chump
:: spawns a friendly striker that follows the player if possible, makes also pathfinding grids visible




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