Here's a test map I made: http://i.imgur.com/UQndu8G.png

The dark gray areas block NPCs. The orange areas block players. Normally,
nav_generate would ignore the orange areas and treat the dark gray areas as
walls. That works fine for games like Half-Life and Counter-Strike, where
there is only one set of areas accessible to bots. It doesn't work too well
once you start having NPCs *and* player bots, like in Alien Swarm and Left
4 Dead.

Now, this can be fixed by hand, but it's a lot easier for whoever has to
edit the navmesh if the navmesh starts out resembling what it should be.

I had an idea where it would generate a navmesh for NPCs and a navmesh for
players, then merge them by splitting areas until they both contained all
the edges. That seems like a large change in the nav code that would more
than double the amount of time taken to run nav_generate.

This is for my Alien Swarm mod <
https://github.com/BenLubar/AlienSwarmDirectorMod>, but I figured maybe
Left 4 Dead already solved it differently?

-- 
Ben Lubar
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