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Thread: A.I. Waypoints LOD Help :/

  1. #1
    Master Gunnery Sergeant GiorgyGR's Avatar
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    A.I. Waypoints LOD Help :/

    Hello fellas.
    1) I need help how to do this-but Step by step.
    The BI wiki doesn't help me understand (my fault)

    2)If i have TOO MUCH waypoints in a building -does this affects performance
    somehow?


  2. #2
    First Sergeant
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    Into your model you must create a paths lod ... in this lod you must define a path of planes (on your building floor). All planes vertices (points) has to be named as "pos1 ... pos2 ... pos3 ... etc" except the vertices outside your door which must be named as "ins1 ... ins2 ... ins3 ... etc" and ofcourse all vertices must be connected as triangle faces.

    Note that these named vertices will be the positions into your building that an AI can take place.

    Have a look on this also ... http://forums.bistudio.com/showthrea...ighlight=paths

    Let me know if you need further details.

  3. #3
    Quote Originally Posted by GiorgyGR View Post
    Hello fellas.
    1) I need help how to do this-but Step by step.
    The BI wiki doesn't help me understand (my fault)
    Hi,

    The link that Aplion posted is pretty much correct. Also, you'll want 'class=house' as a property in your Geo LoD. Best to make the poly's etc. about 10cm above the roadway surface. You can have quad's in Path LoD's but it's best to stick with triangles for the most part anyway.


    2)If i have TOO MUCH waypoints in a building -does this affects performance
    somehow?

    Yes it can do. The leader of a group knows about all 'pos#' position points so having too many can overload the leader's options. How many do you have?
    Hibernating (indefinitely/permanently/intermittently)... may respond to , possibly.

  4. #4
    Master Gunnery Sergeant GiorgyGR's Avatar
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    Author of the Thread
    Really thank you guys


    @Synide

    Sorry man..i just suspected that having too much waypoints for AI
    it was logical to affect performance.
    I will conduct some experiments..and confirm it

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