I'm axtreamly confused as to wy the pathfinding in my city area only made a small area around a few houses walkable..and all the floor parts arn't even considered for pathfinding o.O Is there any way to force pathfinding or fix this?
The floor I used is cav_floor03, if that helps.
Pathfinding won't let floor be..walkable?
Débuté par
Meegz0
, nov. 20 2009 01:46
#1
Posté 20 novembre 2009 - 01:46
#2
Posté 20 novembre 2009 - 02:04
Just guessing: Hit the blue plus sign, then select Defineable Area, then drag the green square over the entire region you want walkable. Then rebake.
#3
Posté 20 novembre 2009 - 03:44
can't, this is a room level : /
#4
Posté 20 novembre 2009 - 03:55
bump ;_;
#5
Posté 30 novembre 2009 - 03:16
Question : Is everything at the same level in your area ?
I have put two start points in my interior level : one at the level of the ground, one above at the level of the scene (doing a theater) and it gave me pathfinding for both levels (then I played with collision steps to design a small stair).
I have put two start points in my interior level : one at the level of the ground, one above at the level of the scene (doing a theater) and it gave me pathfinding for both levels (then I played with collision steps to design a small stair).
#6
Posté 30 novembre 2009 - 07:03
Here are some things I had to do to make pathfinding work the way I wanted it to:
1. Only certain tiles are walkable (like the human interior floors). Anything model that is called floor generally seems to be walkable. While creating a chantry I found that even though I set it up so my players could get to a platform it was still unwalkable. I had to put floor tiles on top of it then they could walk on it.
2. Even though a floor is theoretically walkable, if it is too high for players to step on to it will fail pathfinding. This happens a lot with uneven cave floors. In the platform example above, the platform is too high for players, so I had to use one of those stage ramps (looks like a diagonal wooden ladder).
You have to be careful about the model you are using for the floor, and the height.
1. Only certain tiles are walkable (like the human interior floors). Anything model that is called floor generally seems to be walkable. While creating a chantry I found that even though I set it up so my players could get to a platform it was still unwalkable. I had to put floor tiles on top of it then they could walk on it.
2. Even though a floor is theoretically walkable, if it is too high for players to step on to it will fail pathfinding. This happens a lot with uneven cave floors. In the platform example above, the platform is too high for players, so I had to use one of those stage ramps (looks like a diagonal wooden ladder).
You have to be careful about the model you are using for the floor, and the height.
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