I have just made an outside area, but the pathfinding keeps ending with the following message: "Failed to generate optimized physics (are path nodes generated correctly?)"
I have posted to local, made a start point with the default name, added terrain collision and a few objects. Any ideas? I am using the latest toolset, only just updated it this morning.
Pathfinding issue
Débuté par
Nwalya42
, déc. 15 2009 11:29
#1
Posté 15 décembre 2009 - 11:29
#2
Posté 16 décembre 2009 - 12:13
Anyone? This is my first outside area, have had no issues with pathfinding on room maps.
#3
Posté 16 décembre 2009 - 03:07
Huh - fixed it. For the reference of others, you have to set the area in the exportable area properties - the green area is where it generates pathfinding for. Thanks for your help guys. (that was sarcasm
)
#4
Posté 28 décembre 2009 - 12:56
I'm getting this same error in an indoor level. Any ideas on the cause or solutions? The exportable area buttons are greyed out.
#5
Posté 28 décembre 2009 - 01:13
Oooh - I know this one
For an interior (room) level, you have to give the exportable area a name in the Object Inspector - click the thing in the tree saying New Area (icon is little green shape) and change the setting saying <name of exportable area> to something suitable.
#6
Posté 28 décembre 2009 - 01:38
Nope, already did that. If you don't change it then every time you try to render a light map it pops up a warning message saying you can't use names with \\/:*?"<>| characters, as I posted here - http://social.biowar...74/index/501727 It must be something else.
#7
Posté 28 décembre 2009 - 01:45
Hmm.. Take it you have a room set up with a floor object? and the start point is on said floor object?
#8
Posté 28 décembre 2009 - 01:57
Yep. It's pretty much right in the middle of a floor tile. Does it choke when there are overlapping floors and walls?
#9
Posté 28 décembre 2009 - 01:59
Shouldn't do - I haven't had any problems with indoor pathfinding - all of my problems occur on exterior maps. You could try a) deleting and replacing your start point, or
, making a new map (only place a floor tile) and see if it works on that.
#10
Posté 28 décembre 2009 - 02:00
Sorry bout double post. Another possibility is that you are using a narfed model set - you could try a different model set.
#11
Posté 28 décembre 2009 - 02:28
This is using the Chantry tileset. Using the same floor in a new level (just 2 floor tiles) generated pathfinding fine:
Tue Dec 29 00:06:04 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Beginning pathfinding"
Tue Dec 29 00:06:04 2009, INFO, ".\\LayoutObject_Pathfind.cpp", 87, "Will process pathfinding using start location 'zzz996' at (0.10, -4.39, 0.00) for layout 'zzz99'."
Tue Dec 29 00:06:04 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Will process pathfinding using start location 'zzz996' at (0.10, -4.39, 0.00) for layout 'zzz99'."
Tue Dec 29 00:06:04 2009, WARNING, ".\\LvlEditorWnd.cpp", 5201, "No lightmap atlas found. Falling back to display legacy lightmaps in editor."
Tue Dec 29 00:06:04 2009, INFO, ".\\LayoutObject_Pathfind.cpp", 988, "Pathfinding exported for layout 'zzz99': nGridPointCount=128."
Tue Dec 29 00:06:04 2009, INFO, ".\\LayoutObject_Pathfind.cpp", 999, "Static Physics exported for layout 'zzz99'"
Tue Dec 29 00:06:04 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Success generating pathfinding data."
The other level gives this:
Tue Dec 29 00:12:54 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Beginning pathfinding"
Tue Dec 29 00:12:54 2009, INFO, ".\\LayoutObject_Pathfind.cpp", 87, "Will process pathfinding using start location 'test31028' at (35.70, -16.50, 0.00) for layout 'test3'."
Tue Dec 29 00:12:54 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Will process pathfinding using start location 'test31028' at (35.70, -16.50, 0.00) for layout 'test3'."
Tue Dec 29 00:12:54 2009, INFO, ".\\LayoutObject_Pathfind.cpp", 988, "Pathfinding exported for layout 'test3': nGridPointCount=0."
Tue Dec 29 00:12:54 2009, ERROR, ".\\LvlEditorWnd.cpp", 5197, "Failed to generate optimized physics (are path nodes generated correctly?)"
Tue Dec 29 00:12:54 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Success generating pathfinding data."
Tue Dec 29 00:06:04 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Beginning pathfinding"
Tue Dec 29 00:06:04 2009, INFO, ".\\LayoutObject_Pathfind.cpp", 87, "Will process pathfinding using start location 'zzz996' at (0.10, -4.39, 0.00) for layout 'zzz99'."
Tue Dec 29 00:06:04 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Will process pathfinding using start location 'zzz996' at (0.10, -4.39, 0.00) for layout 'zzz99'."
Tue Dec 29 00:06:04 2009, WARNING, ".\\LvlEditorWnd.cpp", 5201, "No lightmap atlas found. Falling back to display legacy lightmaps in editor."
Tue Dec 29 00:06:04 2009, INFO, ".\\LayoutObject_Pathfind.cpp", 988, "Pathfinding exported for layout 'zzz99': nGridPointCount=128."
Tue Dec 29 00:06:04 2009, INFO, ".\\LayoutObject_Pathfind.cpp", 999, "Static Physics exported for layout 'zzz99'"
Tue Dec 29 00:06:04 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Success generating pathfinding data."
The other level gives this:
Tue Dec 29 00:12:54 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Beginning pathfinding"
Tue Dec 29 00:12:54 2009, INFO, ".\\LayoutObject_Pathfind.cpp", 87, "Will process pathfinding using start location 'test31028' at (35.70, -16.50, 0.00) for layout 'test3'."
Tue Dec 29 00:12:54 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Will process pathfinding using start location 'test31028' at (35.70, -16.50, 0.00) for layout 'test3'."
Tue Dec 29 00:12:54 2009, INFO, ".\\LayoutObject_Pathfind.cpp", 988, "Pathfinding exported for layout 'test3': nGridPointCount=0."
Tue Dec 29 00:12:54 2009, ERROR, ".\\LvlEditorWnd.cpp", 5197, "Failed to generate optimized physics (are path nodes generated correctly?)"
Tue Dec 29 00:12:54 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Success generating pathfinding data."
#12
Posté 28 décembre 2009 - 02:42
What other things do you have in that level? You could just try copying all of the models to a level, one at a time, and seeing when it stops working.
#13
Posté 28 décembre 2009 - 02:54
I did try that, but they don't show up in the new level...
EDIT: Just tried again and this time they did show up. Weird. Will see if this works..
EDIT: Just tried again and this time they did show up. Weird. Will see if this works..
Modifié par DarthParametric, 28 décembre 2009 - 02:57 .
#14
Posté 28 décembre 2009 - 02:57
yeah - that happens to me. To make them show up you have to save, exit the level, then open it again.
#15
Posté 28 décembre 2009 - 03:24
Copied across the floors and walls into the new level but it still didn't work. I guess I'll have to try it one room at a time.
Here's something weird though. I had prop door (i.e. not a functioning one) behind the starting point. I decided to delete that and the next time I ran pathfinding I got this additional message:
Empty level. Cannot generate pathfinding.
The odd thing is I have generated pathfinding successfully in level that has one room with one or two floor tiles and nothing else. I've never seen this error before.
EDIT: Just played around with another new level file. It is indeed the same error you get when you try to generate pathfinding in a level with just a start point and no geometry - which means for some reason the level isn't seeing all the gazillions of floor and wall tiles I spent hours assembling....
EDIT2: D'oh! I'm a freaking idiot. I just realised the first pieces I used I'd switched the "Export to Game" to none and forgot to switch it back before making a gazillion copies. Urgh. Anyway a brief test switching some back seems to have pathfinding working as expected now. Thanks for your help Nwalya42.
Here's something weird though. I had prop door (i.e. not a functioning one) behind the starting point. I decided to delete that and the next time I ran pathfinding I got this additional message:
Empty level. Cannot generate pathfinding.
The odd thing is I have generated pathfinding successfully in level that has one room with one or two floor tiles and nothing else. I've never seen this error before.
EDIT: Just played around with another new level file. It is indeed the same error you get when you try to generate pathfinding in a level with just a start point and no geometry - which means for some reason the level isn't seeing all the gazillions of floor and wall tiles I spent hours assembling....
EDIT2: D'oh! I'm a freaking idiot. I just realised the first pieces I used I'd switched the "Export to Game" to none and forgot to switch it back before making a gazillion copies. Urgh. Anyway a brief test switching some back seems to have pathfinding working as expected now. Thanks for your help Nwalya42.
Modifié par DarthParametric, 28 décembre 2009 - 03:41 .





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