In simplified terms, an "environmental object" is drawn on screen but basically doesnt exist as far as the game is concerned, it doesnt affect the walkmesh, and requires much less work to handle by the game.
It's a bit more complicated, but like I said that's the simple explanation. You can use walkmesh cutters or the non-walkable terrain painting option to prevent cretures from going into areas where environmental objects are.
Impossible to bake large areas?
Débuté par
Kossith123
, nov. 28 2014 05:35
#26
Posté 03 décembre 2014 - 05:17
#27
Posté 03 décembre 2014 - 05:27
don't just blindly convert every wall into an environmental object. if doing so this object won't block any sight and the ai will "instantly" be aware of you. sometimes such details are important for the intended area design. there could also be collision mesh helpers around, though.
- rjshae aime ceci
#28
Posté 03 décembre 2014 - 09:32
don't just blindly convert every wall into an environmental object. if doing so this object won't block any sight and the ai will "instantly" be aware of you. sometimes such details are important for the intended area design. there could also be collision mesh helpers around, though.
I know don't worry ![]()
I only did it to the walls on the outskirts, so pretty much the walls which don't have a walkable area on the other side.





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