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 copi
d 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: [hlcoder
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 t
st 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
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 us
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_
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