YouGroove Posted February 27, 2015 Share Posted February 27, 2015 Hi, I don't see any option, it is possible to change navmesh generation, slope treshold ? I would need more than 45°. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
xtom Posted February 28, 2015 Share Posted February 28, 2015 Don't know but maybe you could make some invisible steps and see if the navmesh follows it. I think I saw something like this in a video. Probably not the best if you have a lot of steep ramps though. 1 Quote Check out my games: One More Day / Halloween Pumpkin Run Link to comment Share on other sites More sharing options...
AnthonyPython Posted February 28, 2015 Share Posted February 28, 2015 yea that is one work-around of doing that some times, but even then the nav-mesh doesn't always like steps, and i don't think Groove would want to do that all the time, in-which the work-around is just that a work-around Quote OS: Windows 10 Pro CPU: i3-10100 CPU @ 3.60GHz GPU: NVIDIA 2060 Super - 8 GB RAM: 32 GB Link to comment Share on other sites More sharing options...
nick.ace Posted February 28, 2015 Share Posted February 28, 2015 Isn't it partially dependent on the character controller? I don't think that the character controller can even go up that slope. I would like to see customization options for the character controller too. Quote Link to comment Share on other sites More sharing options...
AnthonyPython Posted February 28, 2015 Share Posted February 28, 2015 Isn't it partially dependent on the character controller? I don't think that the character controller can even go up that slope. I would like to see customization options for the character controller too. normally they can't unless it has been edited other wise by script some how(or by the C++ code) Quote OS: Windows 10 Pro CPU: i3-10100 CPU @ 3.60GHz GPU: NVIDIA 2060 Super - 8 GB RAM: 32 GB Link to comment Share on other sites More sharing options...
awgsknite Posted February 28, 2015 Share Posted February 28, 2015 Idunno but you could use nav points to make the chars go up and down with code ? Quote http://steamcommunity.com/profiles/76561197977392956/7977392956/ Link to comment Share on other sites More sharing options...
AnthonyPython Posted February 28, 2015 Share Posted February 28, 2015 Idunno but you could use nav points to make the chars go up and down with code ? more likely to transport them when they hit a trigger, if they will even walk to it properly at all in this case. Quote OS: Windows 10 Pro CPU: i3-10100 CPU @ 3.60GHz GPU: NVIDIA 2060 Super - 8 GB RAM: 32 GB Link to comment Share on other sites More sharing options...
YouGroove Posted February 28, 2015 Author Share Posted February 28, 2015 The best would be allwowing us to import our own navmesh polygons or be able to modify the existing navmesh polygons. This way navmesh would have no limits , and could even work on wany surfaces like walls or indoor ceilings. Or simply bring this very basic option Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Olby Posted February 28, 2015 Share Posted February 28, 2015 I have the suspicion the more you mention other game engines, and more you push for LE to be equal the less Josh is interested in actually making it happen. Its a saturated market and you have to stand out by offering something different, simply copying the same functionality and selling it for less is a commercial suicide. Sorry, just my 2 cents. But I agree, character controllers should have such an option, as well as the nav mesh window. Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
YouGroove Posted February 28, 2015 Author Share Posted February 28, 2015 I have the suspicion the more you mention other game engines, and more you push for LE to be equal Yes. http://www.leadwerks.com/werkspace/topic/11450-droid-planet/page__st__120 But I agree, character controllers should have such an option, as well as the nav mesh window. It's basic and it's only a parameter in the navmesh generation function call. Character controllers don't need it as they follow your generated navmesh. Perhaps we should move that to suggestions ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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