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Re: navmesh/pathfinding plugin [Re: sivan] #422753
05/16/13 08:09
05/16/13 08:09
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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NRW/Germany
Just write some shit in the registration form wink


Professional Edition
A8.47.1
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Re: navmesh/pathfinding plugin [Re: alibaba] #422756
05/16/13 08:14
05/16/13 08:14
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
okay done. mediafire.com is more practical from this point of view.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: navmesh/pathfinding plugin [Re: sivan] #422766
05/16/13 12:22
05/16/13 12:22
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline OP
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Wjbender  Offline OP
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oh man sorry guys i worked through the night writing documentation until past 3 this morning and uploaded to wrong place and made some mistakes and forgot to mention some stuff haha ... sivan yes i was refering to that i saw you talk about convexness and thought well basicly you have a navmesh in quad format .if you triangulated then theoreticly you would have mesh data


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #422805
05/17/13 09:30
05/17/13 09:30
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline OP
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okay ,fixed and re uploaded to my mediafire , damn i was so
tired i cant believe i uploaded to wrong place and made those
mistakes ..... hope it works okay


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #422808
05/17/13 10:58
05/17/13 10:58
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Works perfectly, awesome job!


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Re: navmesh/pathfinding plugin [Re: Kartoffel] #422810
05/17/13 11:38
05/17/13 11:38
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
yeah nice, only the path representing light blue line goes under the terrain in some cases, that could be a path related problem.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: navmesh/pathfinding plugin [Re: sivan] #422822
05/17/13 14:21
05/17/13 14:21
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Posts: 927
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Wjbender Offline OP
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thank you both , theres a recommended value that slipped past me when documenting ..
edgemaxlen =agent_radius*8 ...

thanks sivan i saw some other weird path related things i will look into this ..
edit...
yes there is a bug but not precisly what you mentioned sivan thanks i will correct it
i changed the speed of my test so i could observe more path action and i think
perhaps its the trace thingy i thought worked
because this never happend before i tried switching to external tracing wich doesnt trace into recast geometry ...


oh and hight is not an actual concern when it comes to the path on the navmesh i remember someone bringing that up with mikko but thats how it functions an actual concern would be direction .. the problem with developement on trial for me is that i only am able to observe for a short period at a time so a real test would be observing it running for an hour or more ..

by the way this is not all the features of the actual release version i made a copy and removed that code because as i agreed with 3run the actual first release i wil offer up to tust if the team deems it fitting but have to say that they do have their own system their working on and perhaps also i dont know how easy navmeshing would be for begginers but anyway thank you for checking

Last edited by Wjbender; 05/17/13 21:31.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #422839
05/17/13 22:59
05/17/13 22:59
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Wjbender Offline OP
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okay i fixed the bug , actualy a stupid mistake than an actual bug concerning paths , i switched back to tracing from plugin into the internal meshes instead of external ctraces , after i changed the documentation i will re upload the fixed version , i cant see any false paths anymore even with alot of walls blocking most of the terrain it seems fixed now..


Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #422846
05/18/13 13:10
05/18/13 13:10
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline OP
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fixed and uploaded.

mmmm just when you think you have a name thats diffrent from everything else you google and bang ! its all over ! i guess using a latin verb/whatever would be common , maby i will change it , by the way hows the need for an editor ? you guys think it would be a worth while effort ?

Last edited by Wjbender; 05/19/13 14:29.

Compulsive compiler
Re: navmesh/pathfinding plugin [Re: Wjbender] #426794
07/29/13 17:23
07/29/13 17:23
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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Joined: Oct 2011
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Thats awesome! laugh
But how do you create the dat files?
I read your pdf but couldnt find any information about that frown

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