XML:ONLV: Difference between revisions

38 bytes removed ,  6 March 2013
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  <Import Path="env/lab_bnv.dae"/>
  <Import Path="env/lab_bnv.dae"/>


Making BNV consist of 2 parts: rooms and ghost quads.  
Making BNV consist of 2 parts: rooms and ghost quads. Every ghost has to be parallel to 2 room quads.


(What again does BNV stand for?)
(What again does BNV stand for?)
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;Tolerance values
;Tolerance values
* every ghost wall has to be parallel to 2 room quads
* under optimal circumstances pathfinding works on a plane that is +4 world units above or -0,5 beneath the pathfinding grid
* uneven ground tolerances:
* characters can step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp
** under optimal circumstances pathfinding works on a plane that is +4 world units above or -0,5 beneath the pathfinding grid
* max degree of ramp you can go on is 70°; bigger degrees make characters slide down a bit and then fall through to death
** characters can step on a plane that is 4 world units above pathfinding grid; higher planes need a ramp
** max degree of ramp you can go on is 70°; bigger degrees make characters slide down a bit and then fall through to death




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