XML talk:ONLV: Difference between revisions

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(uhh okay ... high ghosts do help)
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::: 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 [https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test_2.zip adding high ghosts] 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 [https://dl.dropboxusercontent.com/u/139715/OniGalore/BNV_test_2.zip adding high ghosts] 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)


:::: The tall ghosts work!  Here is video from my old Outside level with updated bnvs and ghosts: http://www.youtube.com/watch?v=Yj3ptZnZtx0  [[User:EdT|EdT]] ([[User talk:EdT|talk]])


===Objects that are too low to pass them by sliding/crawling/sneaking===
===Objects that are too low to pass them by sliding/crawling/sneaking===
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