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=====Pathfinding on uneven ground===== | =====Pathfinding on uneven ground===== | ||
Pathfinding works on slight uneven ground | Pathfinding works on slight uneven ground as long as the polygons are 0,5 world units beneath or 4 world units above the BNV. | ||
For bigger surface irregularities we can use a trick: | |||
* The problematic polygons must be saved to an dae file and then referenced in the model section as an individual object. | |||
* Then the <GunkFlags> tag needs to be '''''GridIgnore'''''. | |||
* Additionally we create a plain (invisible if necessary) under the object so that Oni doesn't think there's a hole. | |||
* The ghosts must be taller than the highest polygon to walk on. (This has been tested up to a height of 2000 world units.) | |||
For example this trick can bypass [https://dl.dropboxusercontent.com/u/139715/temp/bad_BNV.png pathfinding problems with pyramids.] | For example this trick can bypass [https://dl.dropboxusercontent.com/u/139715/temp/bad_BNV.png pathfinding problems with pyramids.] | ||
''' | '''Symptoms of too small ghosts''' | ||
A) AI can't run at all. | |||
B) AI loses PF if tracked enemy performs animations that are out of the pathfinding volume. [http://youtu.be/vfKPzP5hiCo Here's] a video about of the "B" symptoms. | |||
=====Debugging (OniSplit v0.9.93.0+)===== | =====Debugging (OniSplit v0.9.93.0+)===== |
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