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:: Just curious, how did you get the number 17,9?  I placed the BNV at 0 and until 19 world units, the pathfinding grids were visible using ai2_showgrids=1, but at a height of 20, the grids disappeared and the AI was no longer active. [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 01:00, 23 August 2013 (CEST)
:: Just curious, how did you get the number 17,9?  I placed the BNV at 0 and until 19 world units, the pathfinding grids were visible using ai2_showgrids=1, but at a height of 20, the grids disappeared and the AI was no longer active. [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 01:00, 23 August 2013 (CEST)
::: Like seen in the first vid I kept the BNV at all times at height 0. Only the top of the GridIgnore pyramid-thingy changes in height. I tested its top with 19,1; 19; 18,9; 18. See time code 03:17 - 03:22. AI still loses PF at height 18, so I decided to do the next height to be 16. PF works there again. The video ends there but I made more test until I reached 17,9 where AI seems to not randomly lose PF. -- At all times I didn't observed the grids, the AIs behavior was more important to me. Test files (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test.zip</nowiki>, dead link).
::: Like seen in the first vid I kept the BNV at all times at height 0. Only the top of the GridIgnore pyramid-thingy changes in height. I tested its top with 19,1; 19; 18,9; 18. See time code 03:17 - 03:22. AI still loses PF at height 18, so I decided to do the next height to be 16. PF works there again. The video ends there but I made more test until I reached 17,9 where AI seems to not randomly lose PF. -- At all times I didn't observed the grids, the AIs behavior was more important to me. Test files (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test.zip</nowiki>, dead link).
::: After [https://youtu.be/vfKPzP5hiCo more tests] today, not only jumps can break PF at 17,9 - also rolls, cartwheels and running kicks do. There are probably more anims. Do those issues somehow have to do with the foot/pelvis height? I don't know what's going on anymore. ^_^' --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 10:13, 23 August 2013 (CEST)
::: After more tests (<nowiki>https://youtu.be/vfKPzP5hiCo</nowiki>, dead link) today, not only jumps can break PF at 17,9 - also rolls, cartwheels and running kicks do. There are probably more anims. Do those issues somehow have to do with the foot/pelvis height? I don't know what's going on anymore. ^_^' --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 10:13, 23 August 2013 (CEST)


::: I had another look on the original pathfinding and noticed that ghosts aren't equally high... My test level didn't used ghosts at all, just one BNV, so OniSplit probably added some default values. (Maybe this also explains our different test results.) -- After splitting the BNV and adding high ghosts (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test_2.zip</nowiki>, dead link) the Strike was able to run on a plain that was 42 above the BNV. More testing could be done to determine the max height (if there's any). --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 15:43, 23 August 2013 (CEST)
::: I had another look on the original pathfinding and noticed that ghosts aren't equally high... My test level didn't used ghosts at all, just one BNV, so OniSplit probably added some default values. (Maybe this also explains our different test results.) -- After splitting the BNV and adding high ghosts (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test_2.zip</nowiki>, dead link) the Strike was able to run on a plain that was 42 above the BNV. More testing could be done to determine the max height (if there's any). --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 15:43, 23 August 2013 (CEST)