XML:ONLV: Difference between revisions

132 bytes added ,  24 June 2013
m
no edit summary
mNo edit summary
mNo edit summary
Line 564: Line 564:


* 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 a ''ghost'' to connect two parallel ''rooms''.
* ''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.
8,452

edits