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* Those ''rooms'' are in fact horizontal planes, they are used to determine the area where pathfinding will be calculated. Areas without ''rooms'' won't have pathfinding at all. | * Those ''rooms'' are in fact horizontal planes, they are used to determine the area where pathfinding will be calculated. Areas without ''rooms'' won't have pathfinding at all. | ||
* ''Ghosts'' are vertical planes. You need | * ''Ghosts'' are vertical planes. You need at least one ''ghost'' to connect two parallel ''rooms''. | ||
* Place the ''ghost'' where AI shall be able to transit from one room to another. Be careful with the ''ghost'''s width. | |||
* Actually, those horizontal and vertical planes can have any name and don't need any texture. | * Actually, those horizontal and vertical planes can have any name and don't need any texture. | ||
* During pathfinding calculation OniSplit creates a new folder called "temp" and a subfolder "grids". There again is a file "''levelname''_grids.dae". That file contains ''rooms'' with textures "bnv_grid_''N''.tga" marking obstacles in the pathfinding. ''Ghosts'' will have a transparent texture "'''_marker_ghost'''.tga". You get those things also when you export a level. Transparent ''ghosts'' make it easier to see the rest of your level if you have many of those planes. | * During pathfinding calculation OniSplit creates a new folder called "temp" and a subfolder "grids". There again is a file "''levelname''_grids.dae". That file contains ''rooms'' with textures "bnv_grid_''N''.tga" marking obstacles in the pathfinding. ''Ghosts'' will have a transparent texture "'''_marker_ghost'''.tga". You get those things also when you export a level. Transparent ''ghosts'' make it easier to see the rest of your level if you have many of those planes. |
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