I have built a three room interior level with a central area (Damn you, Bioware, and your 12-sided tower floor - back to high school geometry for me!) and two smaller rooms that would not be visible to one another (like an H2O molecule). I've generated a pathfinding mesh and my level is filled with beautiful green dots. When I click on a room and tell it to generate a visibility graph, the editor doesn't really do anything except smile at me vacantly. Shouldn't the visible rooms turn green in the same way your selected room turns red? When I test the level out in game, I can't leave the first room, which I suspect is because the rooms are not properly connected. Any idea what I'm doing wrong?
Problems Generating Visibility Graph
Débuté par
Qutayba
, nov. 23 2009 02:55
#1
Posté 23 novembre 2009 - 02:55
#2
Posté 23 novembre 2009 - 04:02
The mystery deepens. I tried moving my module startpoint into the room I was unable to get too before. So I spawned there, and now everything works fine. Doesn't particularly make sense, but there it is.
#3
Guest_dewkl_*
Posté 26 mars 2010 - 03:38
Guest_dewkl_*
Mine has started crashing "Has stopped working" when I attempt to generate visibility graph.
#4
Posté 27 mars 2010 - 08:33
Have you tried using the Room Properties icon to set the room connectivity and visibility explicitly?
That way, you don't necessarily need to generate a visibility graph.
That way, you don't necessarily need to generate a visibility graph.
#5
Guest_dewkl_*
Posté 28 mars 2010 - 01:05
Guest_dewkl_*
I didn't know it was a matter of alternative so I've always done both. Despite being connected in every way, they wouldn't share lighting and shadows. I'll make a new render and make a screenshot if it persists, should be done in ~20min.
Edit: nevermind, it works this time.
Edit: nevermind, it works this time.
Modifié par dewkl, 28 mars 2010 - 01:50 .





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