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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#400304
04/28/12 15:10
04/28/12 15:10
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Wjbender
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Oh man finally i solved building navmesh from entitys just another step away and i wil be able to build from whatevers inside a level I shot down one of my biggest heardles so far. Great
Last edited by Wjbender; 04/28/12 15:14.
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Re: navmesh/pathfinding plugin
[Re: sivan]
#400480
05/01/12 21:30
05/01/12 21:30
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Wjbender
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Thanx theres a couple of issues i have to resolve with the agents before i can inprove on it ,my main focus is now on improving the navmeshing itself and i had a couple of brainstorming ideas thats going to make a major improvement ,there wil be no limit Whatsoever anymore in relation to the source geometry used to build a navmesh from ,that means no matter if its hmp blocks or models you could stil navmesh it BUT with a slight diffrence in the usual way recast gets used ,i gave up accesing blocks and terrain chunks as a source since it only gave me endless trouble or unsolvable situations But it lead to my best idea ever with recast and im not telling yet as its to soon but so far it works cool and if i continue with this in the rite manner and smart enough i could possibly overcome the saving/loading of a navmesh aswell but thats a big thing to say at this stage... Expect a bit of showboating on my next update..until then guys have a great one
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#400547
05/03/12 10:57
05/03/12 10:57
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Wjbender
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okay i have uploaded a source file update and a demonstration of what im busy with at this moment this demo shows how i take models from wed and merge them into one mesh then builds a navmesh from that mesh. recast will add/subtract them automatic so here i show that i can merge 2 planes to form a navmesh and add to that mesh a bunch of other meshes witch forms static obsticles as they cut theire shape from the other meshes when build into a navmesh. oh yeah theres no height taken into account on the navmesh because i made it flat(planes)
at this moment scale and position is taken into account but no rotation yet also instead of creating a navmesh by pieces it could simply be created from your modelling software and added to wed and then build in sed this eliminates the issue of being restricted to the geometry i could pass into recast because i had to acces blocks/hmp but couldnt get it rite yet ,this also improves speed because recast doesnt need to go through a whole level mdl model and add triangles/vertices thats anyway going to get removed again ...
Last edited by Wjbender; 05/03/12 10:59.
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Re: navmesh/pathfinding plugin
[Re: Wjbender]
#400607
05/04/12 15:47
05/04/12 15:47
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Wjbender
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I solved navmeshing directly from level blocks!!! Awesome
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Re: navmesh/pathfinding plugin
[Re: 3run]
#400613
05/04/12 17:06
05/04/12 17:06
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Wjbender
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Thanx next thing im going to try and correct is hmp
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Re: navmesh/pathfinding plugin
[Re: sivan]
#400630
05/04/12 23:33
05/04/12 23:33
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Wjbender
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i have uploaded the demo ,level blocks to navmesh... but now i experience problems with adding models to the navmesh along with the blocks for some strange reason i cannot put my finger on yet... anyway hope it works because im having trouble with sed and acknex.exe running in win7 so im so confused as to what is causing what problem here
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