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Paradox-01 (talk | contribs) m (danger quads) |
Paradox-01 (talk | contribs) m (collision boxes via "_marker_barrier") |
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=====env markers===== | |||
'''danger quads''' | '''danger quads''' | ||
The pathfinding grids can have different colors with different meanings. | The pathfinding grids can have different colors with different meanings. | ||
* white/gray - clear space | * white/gray - clear space | ||
* green light - semipassable | * green light - nearwall | ||
* green - semipassable | |||
* green dark - stairs | * green dark - stairs | ||
* blue very light - border 1 | * blue very light - border 1 | ||
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For detailed information on colors see [[OBD_talk:AKVA/0x24#EFFECTS_of_various_pathfinding_grid_tile_types|HERE]]. | For detailed information on colors see [[OBD_talk:AKVA/0x24#EFFECTS_of_various_pathfinding_grid_tile_types|HERE]]. | ||
Normally, OniSplit decide how to color the grids. But it's possible to add own danger quads to fine tune zones of | Normally, OniSplit decide how to color the grids. But it's possible to add own danger quads to fine tune zones of great danger. Those orange areas will be generated with the 4 different blue borders around it. | ||
Danger quads can be imported with level geometry. They must have "_marker_danger" as texture name. | Danger quads can be imported with level geometry. They must have "'''_marker_danger'''" as texture name. | ||
'''collision boxes''' | |||
AIs can get stuck in detailed geometry. This can be prevented with collision boxes. | |||
Just create a box or other simple geometry around the problematic object and apply a textured to it named "'''_marker_barrier'''". Ingame the box will be invisible and has collision so characters can't get through. The pathfinding grid will be red where it comes in contact with the box, red is followed by a light green and then green. | |||
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