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Interior pathfinding not happening


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#1
Seanzor

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 Hey, I'm unable to generate pathfinding data for any interior level I create.  I have a start point (generated via the 'setup start point' button), and it sure looks like it's sitting in a legal, walkable space, but when I generate pathfinding data, it returns the error:

"Failed to generate pathfinding data
You must specify a start locatin in order to generate pathfinding."

What am I doing wrong?



As an aside - is it just me, or does it take a spectacularly long time to generate a lightmap for an interior level?  Two small, connected rooms with only a single ambient light source (and no sunlight) took 10 minutes on a relatively high-end machine.  By comparison, an outdoor exterior with sunlight (that worked for one quadrant only) and a static light  took ~28 seconds.

#2
Seanzor

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This interior lighting is getting a little scary. Added a single static light source and roof tiling for my two, small connected rooms - light mapper took nearly 22 minutes.

#3
Seanzor

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Okay, deleting my old start point and placing a new one prior to generating interior level pathfinding data now returns the following error in the log:



I: 16:30:33 - Success generating pathfinding data.

E: 16:30:33 - Failed to generate optimized physics (are path nodes generated correctly?)

I: 16:30:33 - Will process pathfinding using start location '2rmtst1151' at (-0.09, 0.17, 0.05) for layout '2rmtst1'.

I: 16:30:33 - Beginning pathfinding



The result allows me to export the level, but there is no functional pathfinding data when the area is played.




#4
Ashmaran

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I had this problem, then I realised that the piece of floor I had placed my start point on wasn't valid for pathfinding. When I moved it to another piece of floor, pathfinding worked for that section so I realised the first piece wasn't meant to be an interactive piece and I swapped it out.

#5
Tikigod60

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Exactly what Ashmaran said.

Certain pieces are designed to serve a specific function in a room, for example if you design a room with a floor piece as a ceiling, pathfinding generating will leave you with your room being ignored and the exterior of your ceiling being used as the rooms floor.

Also, if you try and use a non-wall piece as a wall, chances are it will not be recognised as a boundry and pathfinding will just ignore it.

Best way to ensure that you use the correct pieces, is to try and remain true to the naming conventions. To help you with that, there is a list of pieces arranged by exterior/internal as well as theme at: http://social.biowar....php/Model_list.

And if you haven't got hold of it yet: http://social.biowar...ect/41/#details is also a huge help I have found in avoiding using pieces only to find they do not work with your design.

Modifié par Tikigod60, 28 novembre 2009 - 07:18 .