Rick Posted April 8, 2013 Share Posted April 8, 2013 Is pathfinding only available on csg models? Can we walk via paths found from the pathfinding code on models we've imported? Quote Link to comment Share on other sites More sharing options...
Josh Posted April 8, 2013 Share Posted April 8, 2013 Yes, it operates on the physics shape, not the visible geometry. 1 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...
afecelis Posted April 8, 2013 Share Posted April 8, 2013 Is there a way to make bsp brushes invisible to render, so we may create basic boxes wrapping imported models and have a basic collision box for physics and pathfinding? (mmmmm, the caulk texture?) Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
Josh Posted April 8, 2013 Share Posted April 8, 2013 The caulk texture will actually remove those faces, so you don't want to do that. You can fit a physics box around a model in the physics properties. You can also build the shape with CSG brushes and save it as a PHY file. You can also generate a convex hull from the model file itself by right-clicking on it in the asset browser and selecting the menu item for this. 1 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 April 8, 2013 Author Share Posted April 8, 2013 put the invisible material on it. it's really easy! 1 Quote Link to comment Share on other sites More sharing options...
afecelis Posted April 8, 2013 Share Posted April 8, 2013 Thanks! excellent answers, both! Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
Rastar Posted May 18, 2013 Share Posted May 18, 2013 Sorry for bumping this thread, but... Is there anything special I have to do to activate pathfinding? I have imported models, generated a phy shape for them (or just used a boxes for some) and attached it to them. But whenever I activate "View->Show Navigation" there is no navigation mesh visible. I tried checking the "Navigation obstacle" flag on the objects, but to no avail. Oh, and by the way: There is a new numeric "Character" input box below "Collision type" that I can't find in the docs - what is that? Quote Link to comment Share on other sites More sharing options...
Rick Posted May 18, 2013 Author Share Posted May 18, 2013 Are you models big enough? The thing with the navmesh is that you have to basically adhere to a certain scale. Test it out with some CSG. Just keep making it bigger and smaller with show nav on and you'll see if automatically make it, and you'll see that if the "floor" is too small the navmesh won't be created. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.