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Cutting room floor interesting npcs
Cutting room floor interesting npcs




cutting room floor interesting npcs

But the automated navmeshing usually makes a lot of skinny triangles radiating out from a central point. The best triangle shape seems to be equilateral, with travel perpendicular to the sides. The NPC behaviour is often to stop and "look around" (spinning or casting back and forth). For example, where the terrain artist built the road at a corner of a cell, gradually crossing the side of the cell into the next cell.Īnother problematic shape is larger triangles in the midst of many skinny ones.

cutting room floor interesting npcs

The usual problem, and the likely problem in this case, is the game engine doesn't like long skinny triangles that have to be crossed lengthwise. That's revealed fixes to a dozen or so places where the navmesh doesn't work properly, even though it looks perfectly valid. Directly tests the game engine pathfinding. Where would be the best place to discuss? (That's what the horse does going East, but just hangs trying over and over going West.) Usually, the follower will run all the way around through the middle of town. My follower often gets stuck near the corner of the building, but sometimes near the rocks on the other side of the road instead. The cell border triangles match there on the road (although not in other places).Īn easy test is to run backwards past the house in 3rd person, and see what your follower does. I've looked really hard at it over several days, and nothing is obviously wrong. Years ago, I'd given you a fixed navmesh but you've changed so many things since that it doesn't apply anymore (for one thing, there are more buildings with doors).

cutting room floor interesting npcs

There should be a horse seat marker, and a horse sitting package, so that he doesn't wander.īut the biggest problem is that once again the carriage won't pass Trilf's House (either direction). The horse near the wagon is often (but not always) in the road. I'd had to stop using Point The Way years ago because of so many posts too close to the road. That's what vanilla does in most places (Whiterun, Windhelm, etc). (I'll try to have my next version out soon to avoid complaints.)īetter would be to move the signpost "above" the top of the T intersection, outside of the preferred roadway. But the wagon still hits the post, although it doesn't hang anymore. I've moved it back now to provide visual stimulus for why I've added path markers sweeping around it. Kuhlmann (Real Carriages) had moved the rock pile farther away from the road. The signpost (in the lavendar) near the road junction rock pile is inside the preferred road mesh, and the wagon kept hanging on it.

cutting room floor interesting npcs

The Frost River updates caused some problems with Touring Carriages.






Cutting room floor interesting npcs