Isn't the nav mesh generation code available? No reason you shouldn't be able to rewrite it with some new player only or mob only edge link properties. On Jun 21, 2014 3:00 PM, "Ben Lubar" <ben.lu...@gmail.com> wrote:
> 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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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