pathing_settings
<div class="IPBDescription">How does it work?</div>Drifters (and I image Macs but haven't tested) cannot go through doors at their intended scale in my map, yet they do in Summit. In trying to find the solution I have noticed a new entity: pathing_settings. Placing the entity at default values didn't solve my problem but modifying to summit values did. Now the pathing works GREAT!
Could a dev explain how this entity works?
Edit: looking more into it.
The variables / summit / default (when different)
Cell size / 0.3
cell height / 0.2 / 0.4
Agent height / 2
Agent radius / 0.6
Agent max climb / 0.7 / 0.9
Agent max slope / 45
Region min size / 8
Region merge size / 20
Edge max height / 12
Vert per poly / 3 / 6
Detail sample distance / 6
Detail sample max / 1
Tile size / 48
Could a dev explain how this entity works?
Edit: looking more into it.
The variables / summit / default (when different)
Cell size / 0.3
cell height / 0.2 / 0.4
Agent height / 2
Agent radius / 0.6
Agent max climb / 0.7 / 0.9
Agent max slope / 45
Region min size / 8
Region merge size / 20
Edge max height / 12
Vert per poly / 3 / 6
Detail sample distance / 6
Detail sample max / 1
Tile size / 48
Comments
On a side note, I would recommend doing youre pathing testing using macs, not drifters because youll find that Macs are the ones that will get stuck everywhere, drifters tend to work alot better.
I think Jonacrab pretty much explained it but the settings allow you to tweak the mesh that you can visualize with nav_debug the blue are is where the mesh is being generated. A lot of times there is issues with slop or cell size which prevent some areas from touch and so the debugging can allow for a lot of that to be visualized.
Another thing I noticed. As a side of my map is at a 45 degree angle, I had to diminish the tile size. One of those tile points, which would of been off the map created a hole at that area as that point didn't exist. I corrected it by diminishing the tile size to 36 and it works well now, but there must be some effect on performance. It make me think the pathing has to be optimized according to the map. An open map can get away with a big tile size but will rely more on detail stemming from that point. My map has big areas but they are twisted around and connected by loads of little roots, so I need a smaller tile size and surely could rely less on detail stemming from the original points.
In short. Do you know how the pathing mesh influences performance? If a smaller tile means a heavier load, could i get around that by limiting the way the mesh is created after/from that original point?
I could figure a way by fiddling around with it but a proper explanation could really help making the mesh nice, clean and optimized.
Thank again
Edit: personally, activating pathing on stair models has solved all my issues in that point. And I have multiple stairs that follow each other and catwalks going in many directions. Are you talking about the models or geometry stairs? Maybe you have to tweak cell height or max climb variable. I have also left max slope at default 45.
As for querying path information we make some optimization to make that a lot faster inside the lua code so I would not worry too much about perf
Should I implement this and has the mapping guidelines been updated to reflect this change?
So confused if a level left unattended over a period of time during engine development would be better off recycled rather than fixed.
Clarification and documentation direction would be very much appreciated (link).
It will generate areas that are not needed, it doesn't matter neither. As long as it is not connected to the main area macs/drifters won't be able to access it.
Cell size / 0.3
cell height / 0.2
Agent height / 2
Agent radius / 0.6
Agent max climb / 0.7
Agent max slope / 45
Region min size / 8
Region merge size / 20
Edge max height / 12
Vert per poly / 6
Detail sample distance / 6
Detail sample max / 1
Tile size / 36
I'm so confused right now, Any variance I make from summits settings make it 10 times worse, All my props on the ground including stairs are set to True for including pathing. Is it still buggy or is this pathing system final?
In addition to all the hints I'd like to add that removing props above tech points from pathing is important, because sometimes drifters get stuck there after a hive is built.
And if you have trouble building at a tech spot, check for nearby (floor) props, like a pile of rocks or crates for example, that make the pathing mesh bumpy and might cause gaps in it above the tech point.
My issues mostly are at the top of sloped floors and some stairs and prop doors, there is no variance in width at the transition <i>(except door model)</i>. I am still stuck on how to fix. :(
This is the best I can get as I tried everything, even placing props on the floors to try and connect them.
<img src="http://www.super-nova-team.com/ns2/clandestine/navissue.jpg" border="0" class="linked-image" />
Any clues on what to do to fix this?
Ground and Air waypoints are being scrapped (alongside some other entities) I'm working on ns2_sample as changes go into the new build and will also update the wiki once 188 goes live eventually :)
Because I have a lot of areas in Summit where the pathing mesh just goes slightly below surfaces due to dealing with all the height difference and slopes and these areas don't cause issues.
Are the props on the floor in the two lower snapshots included into pathing?
Try to enable them and/or more important put a flat face below the prop so there isn't a gap in your brushwork.
They won't be causing problems in the next build (188), since they are no longer used at all. I'm not sure about 187, but I think they aren't used in this build either? Or perhaps they are used to generate the pathing mesh currently for 187... Hehe to test this, you could perhaps remove them all. Including their groups and save as a test version of your map to see if the pathing mesh it still generated :P
Because I have a lot of areas in Summit where the pathing mesh just goes slightly below surfaces due to dealing with all the height difference and slopes and these areas don't cause issues.
Are the props on the floor in the two lower snapshots included into pathing?
Try to enable them and/or more important put a flat face below the prop so there isn't a gap in your brushwork.<!--QuoteEnd--></div><!--QuoteEEnd-->
I tried with drifters and they stop at those points or take a long route to get to other side where it does connect. The screen on the left is all faces (no props) and the one on the lower right , the prop is set to be included and it is mapped by the mesh. the faces in that shot are not. I tried to use collision geometry to connect with no effect also. In the upper left shot it breaks up for no reason at all along the long stairs.
Also, should i scrap the old waypoints before the next build or will they still be in the editor so i can do it later? I went through this missing model error nightmare early on when they renamed a model i used all over the place.
Collision geometry is ignored by the pathing mesh afaik, so you might wanna try a simple face.