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Re: navmesh/pathfinding plugin [Re: 3run] #400652
05/05/12 16:04
05/05/12 16:04
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Wjbender Offline OP
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Thanks this is the problem im facing and again it happens
sometimes and other times it doesnt i thought i had it working
when i ran the demo a couple of times without problem and it
stil works without a problem but im not running in
compatibility mode .im not sure yet why this happens its the
same problem preventing me from adding models to blocks
now also ,wil have to take this code step by step until i find my mistake


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Re: navmesh/pathfinding plugin [Re: Wjbender] #400654
05/05/12 17:09
05/05/12 17:09
Joined: May 2009
Posts: 5,370
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3run Offline
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whatever you do mate, pls don't give up on this project! keep it up! laugh


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Re: navmesh/pathfinding plugin [Re: 3run] #400660
05/05/12 18:06
05/05/12 18:06
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Wjbender Offline OP
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Just to be sure,its the blocks demo i uploaded and not
previous yes?


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Re: navmesh/pathfinding plugin [Re: Wjbender] #400661
05/05/12 18:44
05/05/12 18:44
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Wjbender Offline OP
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blocks and models to navmesh -fixed
thanks 3run ,i found my mistake in plugin ,remembered remarking a
line of code late last night and i completely forgot about it ,
everything works fine now.


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Re: navmesh/pathfinding plugin [Re: Wjbender] #400666
05/05/12 19:28
05/05/12 19:28
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3run Offline
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Great man, it works now laugh I'm amazed! laugh
Just one thing is unclear for me, may be it just should work this way, I don't know:
Quote:




As you see from pictures, drawn path is not going properly up on slopes.
May be this should work like this I don't know mate, I just tried to help laugh


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Re: navmesh/pathfinding plugin [Re: 3run] #400667
05/05/12 19:55
05/05/12 19:55
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Wjbender Offline OP
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Feel free to mention things like this i myself like to be
as perfect with everything i do as much as i can
and are very judgemental on my own stuff ,i have seen this
and it could be a result of the build values or more likely
a straight trace to the target instead of pathfinding through
every polygon ,could also be with filter costs ,wil check this out and
perhaps ask mikko and the other guys for some help
if i cant find it myself . Thanks man ,i worked realy hard on this
up to now even though it seems basic to me yet ,not alot of sleep
so there could be perhaps more little problems along the way
only usage and time wil reveal


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Re: navmesh/pathfinding plugin [Re: Wjbender] #400668
05/05/12 20:01
05/05/12 20:01
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3run Offline
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As I said before, it's awesome man, pls keep this up! laugh I'll do my best with testing, using and judging! laugh


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Re: navmesh/pathfinding plugin [Re: 3run] #400852
05/08/12 19:43
05/08/12 19:43
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Wjbender Offline OP
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I have looked a bit into that what you have mentioned and this happens in the recast tool
aswell .it seems to be the result of the current pathfind function implimented which is called
straightpath ,in case of a partial path found it sets the last point to the closest point found on the
last polygon and i have done some tests ,it only adds other points between the last point and previous if theres a reason to alter the direction ,theres also two other path finding functions
i have not implimented yet one of which uses steering ..
Currently i have altered the plugon as to alow for rebuilding navmesh
which wil allow loading new levels and build theire navmesh obviously


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Re: navmesh/pathfinding plugin [Re: Wjbender] #400968
05/10/12 15:01
05/10/12 15:01
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Wjbender Offline OP
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I have just finished rewriting debug drawn functions to support the
tiledmesh ,everything working great so far .. Next up wil be the dynamic
features of the tiledmesh


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Re: navmesh/pathfinding plugin [Re: Wjbender] #401047
05/12/12 09:15
05/12/12 09:15
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Wjbender Offline OP
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Now experimenting with threads .navmesh gets build on a seperate thread
so no freeze or lockup while it builds and ofcourse its faster this way just a matter of
setting a progresion status so i can impliment a progres bar update and
waitstate before executing bots/pathfinding/debugmesh


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