Re: [normal] Re: [hlcoders] AI Pathfinding problem

2005-08-03 Thread Tei
El mar, 02-08-2005 a las 17:40, Ryan Lewellen escribió:
> A suggestion for you nodes; Place them at the very most, 256 units
> apart. What I like to do when I make my maps is to just put 1 node in
> the top left corner or something, and then copy. Then do paste special,
> and then make like 20 copies or something with the x offset set to 256
> (makes 20 copies to the right in the top view.) Then select all of those
> nodes, then copy, then paste special, then set y to -256, so it makes 20
> copies going down. Then select all of those nodes in your 20x20 grid and
> then copy them and then paste-special 1 layer at z with 128 units, but
> then change all the nodes to ai_node_air, and then copy them all at 128
> units apart on the z level.
>
> Hope this helps you :)

Sound like something a computer can do automatically more efficient. I
mean, with a program.

Can a mod clone a "master ai_node_air" avoiding solids/lava/water
automatically?


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RE: [hlcoders] AI Pathfinding problem

2005-08-02 Thread Ian Warwick
Hi Thanks man, I got it going last night with nodes at about 1024 units
apart, group selected in 4's and copied them all over, using much less
nodes now, ai_show_connect and others proved very useful in building and
debugging the node network.

Cheers about the portal, the guy who designed and textured it has some
great talent, shame my testmap does not do it any justice.

Thanks for the tips!



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Lewellen
Sent: 02 August 2005 16:41
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] AI Pathfinding problem

A suggestion for you nodes; Place them at the very most, 256 units
apart. What I like to do when I make my maps is to just put 1 node in
the top left corner or something, and then copy. Then do paste special,
and then make like 20 copies or something with the x offset set to 256
(makes 20 copies to the right in the top view.) Then select all of those
nodes, then copy, then paste special, then set y to -256, so it makes 20
copies going down. Then select all of those nodes in your 20x20 grid and
then copy them and then paste-special 1 layer at z with 128 units, but
then change all the nodes to ai_node_air, and then copy them all at 128
units apart on the z level.

Hope this helps you :)

You might also want to select all your ai nodes and then put them into a
visgroup so you can hide them when you need to do brushwork. That portal
thing in your corner over there looks awesome :)




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Re: [hlcoders] AI Pathfinding problem

2005-08-02 Thread Ryan Lewellen

A suggestion for you nodes; Place them at the very most, 256 units
apart. What I like to do when I make my maps is to just put 1 node in
the top left corner or something, and then copy. Then do paste special,
and then make like 20 copies or something with the x offset set to 256
(makes 20 copies to the right in the top view.) Then select all of those
nodes, then copy, then paste special, then set y to -256, so it makes 20
copies going down. Then select all of those nodes in your 20x20 grid and
then copy them and then paste-special 1 layer at z with 128 units, but
then change all the nodes to ai_node_air, and then copy them all at 128
units apart on the z level.

Hope this helps you :)

You might also want to select all your ai nodes and then put them into a
visgroup so you can hide them when you need to do brushwork. That portal
thing in your corner over there looks awesome :)

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RE: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Robin Walker
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Some useful wiki pages:
http://developer.valvesoftware.com/wiki/Ai_show_connect
http://developer.valvesoftware.com/wiki/Node_graph
http://developer.valvesoftware.com/wiki/Ai_moveprobe_debug
http://developer.valvesoftware.com/wiki/Ai_debug_nav

The last two need a bit of programmer experience with the nav system,
but it sounds like you've got that.




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Warwick
Sent: Monday, August 01, 2005 9:12 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] AI Pathfinding problem



Cheers,

ai_show_connect sounds helpful, will check that out tonight.

* It's hard to tell how far apart they are without anything to give
  a sense of scale.

Ah, that would make sense.

* Are you sure you shouldn't be using ground nodes?

My NPC uses the helicopter flight model, so I am using air
nodes, hope this is correct.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: 01 August 2005 16:58
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] AI Pathfinding problem

Bad form to use a bullet list but I can't think of a better way.

* It's hard to tell how far apart they are without anything to give
  a sense of scale.
* The fastest way to see if it's your code that is the problem is
  loading the map in HL2 and spawning something.
* Use ai_show_connect to see the node graph. If it isn't joined up
  the nodes are the problem, while if the links are there it's the
NPCs
* Are you sure you shouldn't be using ground nodes?

Ian Warwick wrote:

>Hi, I have implemented a custom schedule with exactly the same tasks as

>SCHED_FORCED_GO.
>
>The only problem is when my NPC builds a path, it fails unless I put an

>extreme amount of nodes in the map.
>
>I have no idea why this is happenining, here is an image of a path my
>NPC has generated, it seems a bit over the top to me, but I had to do
>this in order for the NPC to actually find a path in the first place.
>
>http://www.thewakening.com/pathfinding.jpg
>
>Any idea where I can look to make NPC's connect nodes that are further
>apart than this?




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RE: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Ian Warwick
Cheers,

ai_show_connect sounds helpful, will check that out tonight.

* It's hard to tell how far apart they are without anything to give
  a sense of scale.

Ah, that would make sense.

* Are you sure you shouldn't be using ground nodes?

My NPC uses the helicopter flight model, so I am using air
nodes, hope this is correct.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: 01 August 2005 16:58
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] AI Pathfinding problem

Bad form to use a bullet list but I can't think of a better way.

* It's hard to tell how far apart they are without anything to give
  a sense of scale.
* The fastest way to see if it's your code that is the problem is
  loading the map in HL2 and spawning something.
* Use ai_show_connect to see the node graph. If it isn't joined up
  the nodes are the problem, while if the links are there it's the
NPCs
* Are you sure you shouldn't be using ground nodes?

Ian Warwick wrote:

>Hi, I have implemented a custom schedule with exactly the same tasks as

>SCHED_FORCED_GO.
>
>The only problem is when my NPC builds a path, it fails unless I put an

>extreme amount of nodes in the map.
>
>I have no idea why this is happenining, here is an image of a path my
>NPC has generated, it seems a bit over the top to me, but I had to do
>this in order for the NPC to actually find a path in the first place.
>
>http://www.thewakening.com/pathfinding.jpg
>
>Any idea where I can look to make NPC's connect nodes that are further
>apart than this?




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Re: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Tom Edwards

Bad form to use a bullet list but I can't think of a better way.

   * It's hard to tell how far apart they are without anything to give
 a sense of scale.
   * The fastest way to see if it's your code that is the problem is
 loading the map in HL2 and spawning something.
   * Use ai_show_connect to see the node graph. If it isn't joined up
 the nodes are the problem, while if the links are there it's the NPCs
   * Are you sure you shouldn't be using ground nodes?

Ian Warwick wrote:


Hi, I have implemented a custom schedule with exactly the same tasks as
SCHED_FORCED_GO.

The only problem is when my NPC builds a path, it fails unless I put an
extreme amount of nodes in the map.

I have no idea why this is happenining, here is an image of a path my
NPC has generated, it seems a bit over the top to me, but I had to do
this in order for the NPC to actually find a path in the first place.

http://www.thewakening.com/pathfinding.jpg

Any idea where I can look to make NPC's connect nodes that are further
apart than this?


Ian Warwick
Software Engineer
Tel: 023 8062 6555
Fax: 023 8062 6556
Web: http://www.fusionpeople.com




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FusionPeople Ltd may monitor outgoing and incoming emails and other 
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