Judith on 21/10/2008 at 09:20
I've read (
http://www.ttlg.com/wiki/index.php?title=Navmesh_and_Patrol_Paths) this tutorial and I'm still confused about a few things:
In my level I got AI walking on both static meshes (like cave floor) and simple bsp surfaces. It looks like AI has problems when the surface type changes, i.e. every time I got a guard on patrol walking through a cave, he cannot step on the "bsp floor". He just stops and turns around, and he cannot chase me when I'm on a bsp surface (behaving as if I was unable to reach). Do you know a solution to this problem? :confused:
Flux on 21/10/2008 at 10:18
I had similar problem in Valley. It could be a number of things. First check the yellow lines that connect with yellow spheres. More number of yellow lines with more number of spheres mean ai will have more room to roam around.
You know, they shouldn't look wonky in that area, they should look normal. Navmesh nodes might look normal with all red rectangles but in the end, ai will use only yellow lines.
Are there any static meshes around that bsp surface that he refuses to walk? Because some stock meshes have horrible collisions, even if they are far away from the patrol route or chase route, they stop ai for some reason. I mean, even far away.
Remember the cave in valley which you open its door after you took the key from the room with red light? Ai in that cave surface, which was bsp, refused to walk because of some static mesh that was way above his head, even like 1000 unit above. I simply had to move it further away.
Also, you can use navmesh volume to not to subtract but add to surface, with that you can connect problematic areas.
Finally, more rigid solution, especially to cave-like areas: I don't add any meshes to navmesh. I simply add boxes beneath every surface with invisible texture on. The yellow lines get its nevmesh from the bsp but ai still manages to walk on bumpy surfaces like cave-floor static mesh.
Judith on 21/10/2008 at 11:32
Thanks, looks like Navmesh subtraction volume with AddSurfaces_Always and Subdivide_Always helped. Though I have another case, where AI walks on the "ground" smesh and cannot traverse to the other one (which is essentially the same mesh!). I checked the links, there's always a blue line, so the path is fine. Putting navmesh volume with both adding and subtracting didn't help either. That's weird... :weird:
ShadowSneaker on 21/10/2008 at 14:06
I added a Navmesh Subtraction Volume to some smesh stairs and only set 'AddSurfaces_Always' and it worked fine. Though one Hammerite would get stuck halfway down the staircase and tried to run into the wall :weird:
SS