tipforeveryone Posted February 16, 2017 Posted February 16, 2017 How can I make the gap between built navmesh polygon and obstacle smaller. I need my character to get more closed to the wall when I use entity:GoToPoint() Quote
reaper2259 Posted February 16, 2017 Posted February 16, 2017 hmm don't think there is much you can do unfortunately, i know one work around would to make a much thinner wall in that place then generate the navmesh and once done put the thicker wall back in and it would still use the navmesh from when there was a thinner wall, but other than that i don't think there is any other way that i know of. Quote
tipforeveryone Posted February 16, 2017 Author Posted February 16, 2017 It is sad to know that, I hope Leadwerks has an editable Navmesh system in the future... Quote
AggrorJorn Posted February 16, 2017 Posted February 16, 2017 I think this is hardcoded by the radius of the character controller to calculate wall offsets. 1 Quote
gamecreator Posted February 16, 2017 Posted February 16, 2017 The custom navmesh has been suggested: http://www.leadwerks.com/werkspace/topic/14896-paint-area-of-navmesh/ Wasn't even opening and closing doors an issue because the navmesh didn't change? Then again, I never used SetNavigationMode. Does turning that on change a character's path if the entity's in the way? 1 Quote
Rick Posted February 16, 2017 Posted February 16, 2017 A crappy work around would be to have the visual CSG not be considered an obstacle which is a setting for each entity in the physics tab I think and then have a second CSG that you paint with the invisible mat be the one that is an obstacle and make that smaller in size. 1 Quote
Josh Posted February 16, 2017 Posted February 16, 2017 They can get closer to the wall than the navmesh shows. The navmesh represents their center, not their outer bounds. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
tipforeveryone Posted February 17, 2017 Author Posted February 17, 2017 They can get closer to the wall than the navmesh shows. The navmesh represents their center, not their outer bounds. I figured that out too, but I need my AI character to be closed to the wall as much as posible. A cover system which AI can put his back on the wall while sneaking or covering. Quote
Josh Posted February 17, 2017 Posted February 17, 2017 Add an extra section of the wall and disable the navmesh on it. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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