Manually navmeshing from the editor? |
Manually navmeshing from the editor? |
Mar 9 2008, 08:43 AM
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#1
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CinC (for now) ![]() Group: Mr. Admin Posts: 5,813 Joined: 28-December 03 From: Fort Hood, TX Member No.: 46 |
I remember reading a post where someone had mentioned that they generate navmeshes from the editor manually, but they did not explain how. Can someone explain how?
-------------------- No, my Avatar is not my dog.
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Mar 12 2008, 10:48 PM
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#16
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![]() Relic ![]() Group: Mr. Admin Posts: 2,007,406 Joined: 24-July 07 From: Perth, Western Australia Member No.: 3,545 |
QUOTE How did you get that aerial height map to load up in PS? When I try, it just tells me that the file type is not supported. change its suffix to .raw and then open it as 128x128, 16-bit, 1 channel, IBM PC, which should give you a header size of 20. when it opens it will look completely black, so go Image > Adjust > Auto Levels and it will bring up the detail. if it's still hard to make out, try auto levels again the above settings are for the average scale 2 map - scale 4 maps are 256x256, etc. etc. QUOTE and if the objects are too high above the ground, they won't generate any GTSdata files, so they won't be navmeshed and therefore can't be included in the Aerialheightmap. So mountains may be needed. you should be able to daisy-chain some statics into a link between the object and the terrain so it appears as being continuous instead of separate, then delete them later after building the .ahm - or as you say, build terrain spikes and then restore the original terrain after genning the .ahm -------------------- ![]() |
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Mar 15 2008, 10:52 AM
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#17
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CinC (for now) ![]() Group: Mr. Admin Posts: 5,813 Joined: 28-December 03 From: Fort Hood, TX Member No.: 46 |
I will give that a try.
It looks to me like using the generatepathfinding button in the editor does the same thing as running the command AI, exportGTSMeshes. Now, if this is true, then if your following Kysterama's AI tutorial, after you successfully use the generatepathfinding button in the editor, you don't need the exportGTS step in the generateNavmeshLocal python code. Furthermore, all you need to do at this stage is the generateNavmesh function. We don't to want create qtrfiles until after we have verified that we have good infantry and vehicle navmeshes. Basically after we generatePathfinding (which creates the \GTSdata\mesh folder and data) in the editor, we won't need the editor again, until after we verify that we have good infantry and vehicle navmeshes and are ready to create the Aipthfinding files used by the game. -------------------- No, my Avatar is not my dog.
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