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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 Offline OP
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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.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #400346
04/29/12 07:27
04/29/12 07:27
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sivan Offline
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nice work, well done. but if agent would move slower maybe frame rate could be better if there are a lot of agents too. or I think using no physx also could help, if possible.


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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 Offline OP
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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 Offline OP
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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.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #400607
05/04/12 15:47
05/04/12 15:47
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Wjbender Offline OP
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I solved navmeshing directly from level blocks!!! Awesome


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #400610
05/04/12 16:30
05/04/12 16:30
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Posts: 5,370
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3run Offline
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Great to hear man! laugh


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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 Offline OP
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Thanx next thing im going to try and correct is hmp


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Re: navmesh/pathfinding plugin [Re: Wjbender] #400623
05/04/12 19:02
05/04/12 19:02
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sivan Offline
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nice job, don't give up laugh


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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 Offline OP
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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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Re: navmesh/pathfinding plugin [Re: Wjbender] #400649
05/05/12 15:37
05/05/12 15:37
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Posts: 5,370
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3run Offline
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Mate, I get "Error E1513 Script crash in build_navmesh:"


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