Einlander Posted September 28, 2014 Share Posted September 28, 2014 If I import a mesh into Leadwerks and set the physics property to convex hull or polymesh in the Physics tab and enable the nav obstical option, the models do not affect the navmesh at all. Link to comment Share on other sites More sharing options...
nick.ace Posted September 28, 2014 Share Posted September 28, 2014 I think I might know what is happening here, but I might be totally off . Anyway, The polymesh isn't actually assigned (or even created maybe?) in the editor, just in game. So, the navmesh doesn't know this shape exists. I don't know if this is a bug necessarily, because that could just be Josh's design, but I'm not sure. One way around this is to generate the polymesh or convex hull and load it onto the mesh under the physics tab. This will allow the navmesh to correctly take into account this object. Link to comment Share on other sites More sharing options...
Einlander Posted September 28, 2014 Author Share Posted September 28, 2014 Are you able to right click and generate a shape? The option is grayed out in my editor. Link to comment Share on other sites More sharing options...
nick.ace Posted September 28, 2014 Share Posted September 28, 2014 Yeah, I can still do that. For me it's not grayed out. That's kind of weird, because I've never encountered a situation where it's grayed out. Link to comment Share on other sites More sharing options...
Rick Posted September 28, 2014 Share Posted September 28, 2014 You can make some csg as children to the model and mark each one as shape hint. That would probably be better than using the model as the physics shape as it's more complex than it needs to be. If you want you can pain the csg with the invisible mat so you don't see it during design time. If you mark as shape hint during runtime those csg's get removed and just used as making the shape for the model. It would be much more basic so "faster" than using the model itself. Link to comment Share on other sites More sharing options...
Einlander Posted September 28, 2014 Author Share Posted September 28, 2014 I understand that approach rick, but at this point in my level i have so many objects that its getting tedious to navigate them. I just don't want to add more trees to the list. And then there is the issue of when you add a prefab or load a map sometimes it expands everything. If i can just have it in one compartmentalized package i would be happy. Link to comment Share on other sites More sharing options...
Einlander Posted September 29, 2014 Author Share Posted September 29, 2014 I just settled for making a shape with csg's and saving that as a shape and applying it to the model Link to comment Share on other sites More sharing options...
Josh Posted September 29, 2014 Share Posted September 29, 2014 That's a better approach, but this should still be fixed. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 Fixed. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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