here's a screenshot to show what im talking about too :P there's some console commands to show the navmesh info so that later on if kent has a problem with creatures not navigating correctly in the world, or katie needs to fix a problem area on the terrain, they can fire up the console commands and see how it looks: DrawNavMesh - shows the entire navmesh that was generated. Red lines show the edges of the navmesh. DrawNavMeshEdges - this shows only the red edge lines of the navmesh so you can see the borders (and it doesnt lag as much when rendering) DrawNavMeshTiles - this shows the grid tiles where the game thinks it's ok to build. it also shows the navmesh edges in "2d" so you can see why tiles didn't make it to the ok list (ie if the border intersects where they would be). the screenshot shows the "DrawNavMeshTiles" output On Sun, May 16, 2010 at 9:41 AM, Apache User <dhapache@xxxxxxxxxxxxxxxxxxx>wrote: > User:atrix256 > > Message: The game now can figure out where it's ok to build and where it's > ok to walk using the model terrain data woo... > > Next up for town building would be for it to actually build new peices of > town on these tiles. > > I think next up though i'll do the thing kent requested where you can tell > from script when objects of specific types hit. > > <Files Changed> > U ActRaiser/ARRelease.exe > U ActRaiser/Scripts/GameOverworld/Level1/index.lua > U Code/ARRelease.exe > U Code/AR_DebugConsole.cpp > U Code/AR_LuaFuncs.cpp > U Code/Docs/Script Help/NavMesh_Create.html > U Code/Docs/Script Help/NavMesh_Render.html > A Code/Docs/Website/051610a.jpg > A Code/Docs/Website/051610b.jpg > A Code/Docs/Website/051610c.jpg > U Code/Docs/Website/index.php > U Code/NavMesh.cpp > U Code/NavMesh.h > U PirateDice/ARRelease.exe > > > ============================== > Project 1 Dev mailing list > to unsubscribe, please send an email request to demofox@xxxxxxxxxxx > Project 1 website: http://project1.demofox.org > Project 1 SVN repository: http://pyotek.com/project1 >
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