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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Pathfinding spheres

Author Topic: Pathfinding spheres (13 messages, Page 1 of 1)
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altis94
Joined: Oct 5, 2012

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Posted: Jul 21, 2016 01:13 PM    Msg. 1 of 13       
I just want to make sure, there is no way to edit path finding spheres for objects, right? I'm not talking about bounding radius but actually editing/adding those spheres. Path finding spheres are blue in this pic:


EDIT:
NVM I just googled and found out that I can just add spheres to collision by naming them #pathfinder. Thanks Borris.
Edited by altis94 on Jul 21, 2016 at 01:53 PM


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jul 21, 2016 08:13 PM    Msg. 2 of 13       
So what are pathfinder bounds used for on scenery?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 21, 2016 09:27 PM    Msg. 3 of 13       
I always assumed it was the bounding radius that determined pathfinding obstacles. Render bounding radius is fairly obvious.

Altis, would you mind elaborating on what your discoveries are? I have a lot of scenery that I need to work with and AI pathfinding may become an issue.


altis94
Joined: Oct 5, 2012

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Posted: Jul 22, 2016 07:15 AM    Msg. 4 of 13       
Quote: So what are pathfinder bounds used for on scenery?

AI walks around the spheres instead of getting stuck walking into the object.
Quote: I always assumed it was the bounding radius that determined pathfinding obstacles. Render bounding radius is fairly obvious.
Altis, would you mind elaborating on what your discoveries are? I have a lot of scenery that I need to work with and AI pathfinding may become an issue.

If you don't add any pathfinding spheres then by default it will use a sphere that is like 50% smaller than the bounding radius. You can type debug_objects 1, debug_objects_pathfinding_spheres 1, and debug_scripting 1 in Sapien and pathfinding spheres will be displayed in blue.

To add them you just add spheres to the collision model and call them all #pathfinder. Those spheres should cover all of your objects that you want AI to be able to walk around.
Edited by altis94 on Jul 22, 2016 at 07:16 AM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 22, 2016 01:19 PM    Msg. 5 of 13       
Quote: --- Original message by: altis94

Quote: So what are pathfinder bounds used for on scenery?

AI walks around the spheres instead of getting stuck walking into the object.
Quote: I always assumed it was the bounding radius that determined pathfinding obstacles. Render bounding radius is fairly obvious.
Altis, would you mind elaborating on what your discoveries are? I have a lot of scenery that I need to work with and AI pathfinding may become an issue.

If you don't add any pathfinding spheres then by default it will use a sphere that is like 50% smaller than the bounding radius. You can type debug_objects 1, debug_objects_pathfinding_spheres 1, and debug_scripting 1 in Sapien and pathfinding spheres will be displayed in blue.

To add them you just add spheres to the collision model and call them all #pathfinder. Those spheres should cover all of your objects that you want AI to be able to walk around.
Edited by altis94 on Jul 22, 2016 at 07:16 AM


Do they have to be sphere shaped? I'll do some testing of my own later. Thanks for this critical find!


altis94
Joined: Oct 5, 2012

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Posted: Jul 22, 2016 01:27 PM    Msg. 6 of 13       
It has to be a sphere object. In collision tag the only setting for them are coordinates and radius. They are called spheres for a reason.


MatthewDratt
Joined: Sep 11, 2010

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Posted: Jul 22, 2016 01:40 PM    Msg. 7 of 13       
Can spheres be square?


altis94
Joined: Oct 5, 2012

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Posted: Jul 22, 2016 01:53 PM    Msg. 8 of 13       
Well there's also a pathfinding square block in the collision tag so... yeah? Maybe?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 22, 2016 02:04 PM    Msg. 9 of 13       
Perhaps we can make out desired shape out of many spheres!


altis94
Joined: Oct 5, 2012

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Posted: Jul 22, 2016 02:07 PM    Msg. 10 of 13       
That's the point of having many of them.


altis94
Joined: Oct 5, 2012

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Posted: Jul 22, 2016 04:01 PM    Msg. 11 of 13       
Just make simple spheres lol. It only exports their radius and coordinates so there's no difference at all.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 22, 2016 05:02 PM    Msg. 12 of 13       
Does it matter where the object's center marker is in 3ds?


altis94
Joined: Oct 5, 2012

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Posted: Jul 22, 2016 05:41 PM    Msg. 13 of 13       
The sphere's anchor/pivot/center is what will be exported as sphere's location if that's what you're asking.

 

 
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