shadmar Posted August 4, 2016 Share Posted August 4, 2016 If I have a island with water all around, my AI would run into the ocean. It would be great if we could restrict navmesh to the area painted on the terrain, like a color or something 2 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Rick Posted August 4, 2016 Share Posted August 4, 2016 +1 Quote Link to comment Share on other sites More sharing options...
Josh Posted August 4, 2016 Share Posted August 4, 2016 Why not just discard triangles below the water height? Quote 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...
gamecreator Posted August 4, 2016 Share Posted August 4, 2016 That's awesome if we can do that but where's the function for it? Quote Link to comment Share on other sites More sharing options...
Rick Posted August 4, 2016 Share Posted August 4, 2016 I'd be careful with that as you might have walkable ares to another close island that has waist high water only. I understand that's probably easier for you to do but it'll limit us some and won't be as flexible for the users. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted August 4, 2016 Share Posted August 4, 2016 We can always throw more caveats at Josh but the more you throw, the less likely it will be that someone else will also come across that specific scenario. If waist high water is walkable, I'd test for water height minus the waist height instead. Quote Link to comment Share on other sites More sharing options...
blueapples Posted August 5, 2016 Share Posted August 5, 2016 It'd probably be better to just change the AI script so it knows it can't swim? Quote Link to comment Share on other sites More sharing options...
reepblue Posted August 5, 2016 Share Posted August 5, 2016 Make boxes around island with nav obstacle enabled. Build navmesh Hide boxes. ??? AI will not go in water because there is no navmesh. 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Rick Posted August 5, 2016 Share Posted August 5, 2016 Yes, reepblue that is the workaround we will be using but it's far from ideal. This is the suggestion forum. 1 Quote Link to comment Share on other sites More sharing options...
reepblue Posted August 5, 2016 Share Posted August 5, 2016 Actually, Source uses brushes to prevent navmesh building I'm sure you can just make an invisible brush with no collision, and set the obstacle mode to true and it'll work that way. This way, you don't need to hide anything. Just wish the brushes didn't have to be invisible as my old solution of using a transparent texture, then making it invisible during run time conflicts with GI building. But, I agree, there should be a height limit in the navmesh builder or something. So I'm not saying that this isn't a bad suggestion, but it's not like there isn't other ways around this... Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Rick Posted August 6, 2016 Share Posted August 6, 2016 Given we have no donut csg trying to do this with the available csg brushes we have with a circle island would be a nightmare to work with. How would you do it? About 50 boxes? Give is a donut and then we can make a giant one around the island. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted August 6, 2016 Share Posted August 6, 2016 Torus? Quote Link to comment Share on other sites More sharing options...
Josh Posted August 6, 2016 Share Posted August 6, 2016 I would recommend a tube shape, but we do literally have a CSG doughnut shape available. Quote 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...
Rick Posted August 7, 2016 Share Posted August 7, 2016 I don't get it. Quote Link to comment Share on other sites More sharing options...
Crazycarpet Posted August 7, 2016 Share Posted August 7, 2016 Is a torus not a doughnut shape? Pretty sure it is. Quote Link to comment Share on other sites More sharing options...
Rick Posted August 7, 2016 Share Posted August 7, 2016 He says it already has that but I don't see it. Quote Link to comment Share on other sites More sharing options...
Jazz Posted August 7, 2016 Share Posted August 7, 2016 Menu item Create>Compound>Torus. There's also arch and tube. I'm using the beta though so I don't know if it's in the release version. 1 Quote --- Scott Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060 Link to comment Share on other sites More sharing options...
Rick Posted August 7, 2016 Share Posted August 7, 2016 Ah it's under compound! ty sir Quote Link to comment Share on other sites More sharing options...
shadmar Posted August 7, 2016 Author Share Posted August 7, 2016 And you just need it when you click Build Navmesh, after you can delete it. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
gamecreator Posted January 11, 2017 Share Posted January 11, 2017 I just came across this issue too and I think discarding navmesh triangles would work for me (as Josh mentioned above). Any chance someone has some code to show how this could be done? Quote Link to comment Share on other sites More sharing options...
Rick Posted January 11, 2017 Share Posted January 11, 2017 You have to know where the water is to do this and since the path finding is built into the leadwerks the only way to do that is to block the water with something. Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 11, 2017 Share Posted January 11, 2017 I had to do this do for a strategy game with multiple islands. Make 1 giant csg box at the same height of the water going all the way down Check the navmesh obstacle option 1 Quote Link to comment Share on other sites More sharing options...
Rick Posted January 11, 2017 Share Posted January 11, 2017 @jen the navigation that comes in the editor doesn't care about water height. It only cares about is the area walkable. One way would be to have very steep drop offs of terrain in the water I suppose. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted January 11, 2017 Share Posted January 11, 2017 I had to do this do for a strategy game with multiple islands. 1. Make 1 giant csg box at the same height of the water going all the way down 2. Check the navmesh obstacle option I considered doing this too but didn't try it yet. Knowing it worked for you, I'll give it a shot. Still would love to know the code Josh suggested though; how to access and properly remove navmesh triangles. And bonus points if we can put the triangles back (didn't we have an issue with dynamic door navigation that that would solve?). Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 11, 2017 Share Posted January 11, 2017 I considered doing this too but didn't try it yet. Knowing it worked for you, I'll give it a shot. Still would love to know the code Josh suggested though; how to access and properly remove navmesh triangles. And bonus points if we can put the triangles back (didn't we have an issue with dynamic door navigation that that would solve?). A quick test reveals the following show that this trick still works. 1. Place a box with its bottom on the ocean line. 2. Make the box higher than any mountain, otherwise the terrain will create a navmesh going from the terrain to the top of the box. 3. Generate navmesh and tada: shoreline. note that you still have a navmesh on the ocean floor, but the agents can't reach it. 1 Quote Link to comment Share on other sites More sharing options...
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