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Out of curiosity I booted up verruckt and turned on ai_shownodes. Look how thick their pathnode meshes are:
Verruckt Pathing
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That's more than one every 128 units or whatever the rule is. Much thicker than I thought the meshes were supposed to be. That stairway was two pathnodes wide, most people would say to only use single width.
So that prompted me to look at the other maps for comparison:
Nacht Der Untoten
Again we see double wide pathnodes on the stairs, but the ground pathing is not quite as thick as Verruct.
Shi No Numa
Here on Shi No Numa we see the pathnode mesh is SUPER thick, just like Verruckt.
Der Riese
Looking at Der Riese it would appear Treyarch pathed it more conservatively, more towards the style of Nacht Der Untoten.
So from looking at these maps it's very clear to me that I should be using two columns of pathnodes on my staircases and I should be putting pathnodes a bit closer together to avoid pathing issues.
I just thought this was interesting so I figured I'd share my findings and see what you guys thought about it.
Ya I found on all my map my pathnode grid is quite tight. I also always do a double row for stairs and hallways ( so zombies take either side vs. The middle which could cause a pile up I found). Nice to see 3arch does it similar though. I thought i was going over board for sure. I also find a tight grid helps with un-level terrain so you don't have to use some kinda traverse.
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I'm still wondering how they got around the "Max disconnected paths exceeded" issues of having so many pathnodes blocked off by barriers... Edit: They have paths around the outside of the maps which link areas together, that must be how they avoid it.
I'm still wondering how they got around the "Max disconnected paths exceeded" issues of having so many pathnodes blocked off by barriers... Edit: They have paths around the outside of the maps which link areas together, that must be how they avoid it.
what do you mean they have nodes around the outside of the map which link areas?
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what do you mean they have nodes around the outside of the map which link areas?
They made paths for the zombies to run around the outside non-playable area of the map as well as just placing nodes to get connected paths from one side to the other side of the map. Boot up Shi No Numa and enter these dvars:
Code Snippet
Plaintext
developer 1 ai_shownodes 1 ai_shownodesdist 512
And look around the map for 5-10 minutes, you'll see what I mean. Especially near the zipline, follow the paths through the trees, it connects to the swap area on the other side of the treeline.
They made paths for the zombies to run around the outside non-playable area of the map as well as just placing nodes to get connected paths from one side to the other side of the map. Boot up Shi No Numa and enter these dvars:
Code Snippet
Plaintext
developer 1 ai_shownodes 1 ai_shownodesdist 512
And look around the map for 5-10 minutes, you'll see what I mean. Especially near the zipline, follow the paths through the trees, it connects to the swap area on the other side of the treeline.
will do. Have me interested now. Post Merge: July 27, 2014, 01:42:15 amHuh. Well i wish i would have knowin that awhile back. thought the "Max disconnected paths exceeded" issue was from having to many blockers or if pathnode was in a traverse node (pink in a white node) or at least how i fixed it. deff will have to try it on my pax map b/c im sure that error will appear sometime before im completed it.
Kinda a off topic question but is there a limit to how many blockers u can have? Cuz it seems to be around 30 which seem oddly low?
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Kinda a off topic question but is there a limit to how many blockers u can have? Cuz it seems to be around 30 which seem oddly low?
It has nothing to do with a limit on blockers - such a limit does not exist. The reason you are hitting the error after X number of blockers is because each blocker you place blocks off X number of pathnodes from connecting to another group of X number of pathnodes. The pathnodes do not connect until the blocker is opened, which is why you hit that Max Pathnodes Exceeded error. Thats why the trick on Shi No Numa works - it goes around the barriers and connects all the groups to the starting area to avoid having disconnected paths. Hopefully that explanation makes sense.
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mine are about the same as verrückt without even knowing 3arc did it that way
Mine have been closer to prototype/der riese. I've always tried to go light on pathnodes to avoid hitting the max nodes error but I'm definitely going to go heaver on them now.