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Island Test 2


mdgunn
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As part of getting the AI playing nice navigating an Island I've created another test island while playing a bit with generation, textures etc..  Not tested the AI on it yet but if I can get the AI working OK on this I should be in a position to check in the island, and some basic AI with weapons soon.

Playing a bit with more realistic textures than before, though at low level they have a pixelated look (on purpose).

May go back to flatter low poly look later.

 

island2_wide.thumb.jpg.1ae5cacb992765ca176cd4e2e84e2442.jpg

island2_errosion.thumb.jpg.7d88a22ffb3663aeafe1782b81617b23.jpg

island2_texture_pixelated.thumb.jpg.3757ba9f5fa40c589c65e86a9bdfe1d1.jpg

 

 

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Glad to see proof in my own eyes that standard Monster AI with navmesh can in fact navigate the island fairly well.  I was quite worried that I'd find it just didn't like a large model mesh .Maybe some already knew this was not an issue but I wanted to know that the islands specifically would be fine without having to craft our own navigation if we didn't need to.

 For some reason the soldier AI won't move (which is the problem I had on another map) but I think the monster AI probably worked fine there too.  

The Navmesh is being generated at runtime here which slows things down.  I couldn't get the navmesh to generate in the editor with various settings (collisionhull mesh in model didn't seem to work either in my  tests).  If someone knows what settings you need in the editor to generate a navmesh on a model (not CSG or terrain) then I'd be glad to know as it seems it should be possible. 

 

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