
altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
|
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
Join my Discord https://discord.gg/GDVEaRD
|
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: altis94Quote: 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
Join my Discord https://discord.gg/GDVEaRD
|
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
TAKEDOWN IS OUT MattDratt.com
|
Posted: Jul 22, 2016 01:40 PM
Msg. 7 of 13
Can spheres be square?
|
|
|

altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
|
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
Join my Discord https://discord.gg/GDVEaRD
|
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
Join my Discord https://discord.gg/GDVEaRD
|
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
Join my Discord https://discord.gg/GDVEaRD
|
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.
|
|
|