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* '''BNVs''' are '''volumes''' (sometimes also named '''rooms''') that have a pathfinding grid assigned to them. | * '''BNVs''' are '''volumes''' (sometimes also named '''rooms''') that have a pathfinding grid assigned to them. | ||
* For practical reasons you only need '''floors and ramps''' to build a BNV. (As seen [http://edt.oni2.net/images/Hideout_BNV.jpg HERE.]) | * For practical reasons you only need '''floors and ramps''' to build a BNV. (As seen [http://edt.oni2.net/images/Hideout_BNV.jpg HERE.]) | ||
** A BNV polygon can consist of 3 or more points, but it's recommended to use '''shapes with 4 points''' because the other shapes usually waste more grid space. At the moment you can import only '''[[wikt: | ** A BNV polygon can consist of 3 or more points, but it's recommended to use '''shapes with 4 points''' because the other shapes usually waste more grid space. At the moment you can import only '''[[wikt:convex|convex]]''' shapes. | ||
* Secondly, there are so called '''ghosts''' (vertical quads) that connect '''neighboring BNVs'''. AI can only transit from BNV to another through ghosts. | * Secondly, there are so called '''ghosts''' (vertical quads) that connect '''neighboring BNVs'''. AI can only transit from BNV to another through ghosts. | ||
: OniSplit gives error messages for ghosts that don't have 2 neighboring BNVs, for example: | : OniSplit gives error messages for ghosts that don't have 2 neighboring BNVs, for example: |