Author Topic: pathnode  (Read 466 times)

Legacy_T0r0

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pathnode
« on: June 19, 2013, 05:28:58 am »


               So, in your opinion, what's the correct pathnode for this tile:


'Image

PathNode=O
Orientation=90

or

PathNode=B
Orientation=180
               
               

               
            

Legacy__six

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« Reply #1 on: June 19, 2013, 11:08:41 am »


               Is that a slope on the left hand side (ie this is a hill crosser)? If so, definitely use G at 90. An isometric type of view would be more useful than top down to see whats on the tile.
               
               

               


                     Modifié par _six, 19 juin 2013 - 10:09 .
                     
                  


            

Legacy_Zwerkules

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« Reply #2 on: June 19, 2013, 03:35:29 pm »


               Neither O nor B are the right pathnodes, it has to be G as Six said. There are three sides of the tile where the adjacent tile will only have one line and there will be two lines from the right. O has two lines on all four sides and B on two sides, that's too many lines that won't match.
               
               

               
            

Legacy_T0r0

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pathnode
« Reply #3 on: June 19, 2013, 08:52:32 pm »


               Please exuse the poorly thought out pic. But yes, the top two corners are ground level. The bottom two corners raised. The left side slopes down.
I had a look at G, and yes it makes sense to me but wouldn't it be -90 or 270 ?
Clockwise turns the path node counter clockwise, so id want the 2 black lines on the right hand side. Sound right?
               
               

               
            

Legacy__six

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« Reply #4 on: June 19, 2013, 09:39:49 pm »


               Oh, I might have meant -90 yes.
               
               

               
            

Legacy_T0r0

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« Reply #5 on: June 19, 2013, 09:42:00 pm »


               So what's the easiest way to test this ?
               
               

               


                     Modifié par T0r0, 20 juin 2013 - 12:55 .
                     
                  


            

Legacy__six

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« Reply #6 on: June 20, 2013, 02:40:56 pm »


               For an exterior tileset, try to click-walk between two -different- tiles on opposite sides of the tile you're testing. It doesn't work for the majority of TNO so if you get it to work, 'grats.

'<img'>
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #7 on: June 21, 2013, 10:25:04 pm »


               

_six wrote...

For an exterior tileset, try to click-walk between two -different- tiles on opposite sides of the tile you're testing. It doesn't work for the majority of TNO so if you get it to work, 'grats.

'<img'>


Damn, I guess all the bug reports/fixes I submitted to  Bioware/DLA were never actually accpeted or fixed, even though I was told they were.  I spent weeks and weeks testing that damned tileset, reported thousands of bugs.
               
               

               
            

Legacy__six

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« Reply #8 on: June 21, 2013, 10:54:03 pm »


               

Bannor Bloodfist wrote...

_six wrote...

For an exterior tileset, try to click-walk between two -different- tiles on opposite sides of the tile you're testing. It doesn't work for the majority of TNO so if you get it to work, 'grats.

'<img'>


Damn, I guess all the bug reports/fixes I submitted to  Bioware/DLA were never actually accpeted or fixed, even though I was told they were.  I spent weeks and weeks testing that damned tileset, reported thousands of bugs.


Momentai, Bannor. Problem with TNO is not all the tile layouts actually map all that well to the path nodes. The hill/ridge tiles are notorious for NPCs getting confused as the gaps between two close but not contiguous ridges are too small for them to pathfind reliably through. Which is largely engine limits. Unfortunately, those tiles are also one of the key highlights of building with TNO out of all the vanilla sets.

My tilesets have some rough spots too. Sometimes it's worth sacrificing a little pathfindability to have cool features.
               
               

               


                     Modifié par _six, 21 juin 2013 - 09:57 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #9 on: June 22, 2013, 10:21:07 pm »


               Can someone please highlight the pathnode "G" for me cuz i dont see it.
               
               

               
            

Legacy_T0r0

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« Reply #10 on: June 23, 2013, 04:40:01 am »


               LOL, it's not there baba. That pic with the nodes is cut in half because G didn't occur to me.
Looks somewhat like this however:

=l-
               
               

               


                     Modifié par T0r0, 23 juin 2013 - 03:40 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #11 on: June 23, 2013, 11:17:50 am »


               oh lol! thanks '<img'>