Interior AI
by David Massey · in Torque Game Engine · 11/25/2002 (10:42 pm) · 2 replies
I'm working on gettin my NPC's to move around in .dif files without jumping off cliffs... I already have a simple node based system working... But.. I noticed in map2dif that there are functions for generating navGraphs from the BSPNodes... I got those functions working (they export info to a floorplanresource as well as to a .cs script file)
The .cs file looks like this:
list[0] 685
list[1] -10,5,4
the first line is how many elements are in the list, the rest are all x,y,z (I assume) locations of something.. (Graph nodes I assume...).
My question... anyone have an idea as to how this info can be used? It doesnt appear to contain any type of relation ship between points. The points are generated by checking each solid BSP node and plodding though the vislinks to empty nodes...
Any suggestions?
The .cs file looks like this:
list[0] 685
list[1] -10,5,4
the first line is how many elements are in the list, the rest are all x,y,z (I assume) locations of something.. (Graph nodes I assume...).
My question... anyone have an idea as to how this info can be used? It doesnt appear to contain any type of relation ship between points. The points are generated by checking each solid BSP node and plodding though the vislinks to empty nodes...
Any suggestions?
#2
11/26/2002 (3:45 pm)
Yeah... I'm using a Worldcraft/hammer placed node system atm... But.. it'd be nice if map2dif can do it by itself :)
Torque Owner Josef Jahn
On the other hand, I think I'll stick to a selfmade node system (w. manual node placement) for my AI. Still it'd be interesting to get map2dif generate usable navigation nodes...