Hi Mike,
Some feedback on FPSC level use in GG and enemies/characters.
I have found that with an imported FPSC level model enemies have some collision problems. Specifically they have trouble in navigation, not on floors themselves but when it comes to the structure walls.
Enemies don't recognise the model walls/object/parts as they should in gameplay as they don't have sufficiently accurate correct obstacle avoidance ability and get stuck in their navigation around the walls/objects, usually ending up trying to go through them on route to player and their feet, weapon and so on penetrate through walls, which cause them to get stuck and confused - such things always cause AI to go a bit haywire. When dying too they don't fall away from the object as they should.....
This may be for various reasons. e.g. model too big and alike.....
I have found that building using just a smaller FPSC segment structure composed one of the same FPSC sement pieces (corridor) and making a fairly decently complex navigation test shape, that the enemies don't have a problem and can navigate well around or even inside the created object with room to spare so the don't get stuck at all.....
Seems like whole levels are likely to be a major problem for their navigation at the moment at least and I have no idea if this will improve if GG gains more updating.....
Not sure exactly what the problem is at the moment or the difference between the smaller segments and a larger level model other than size?
I have noticed however that larger levels converted don't import to GG at "Ground Level" terrain zero height and wonder if there is any way to get their positioning by default to sit on the GG terrain ground plane on import? That may help but probably not
It's probably just a scale thing where GG is not designed to manage such large single objects when it comes to the navigation/avoidance/collision system, I don't know.....
If GG gets the enemy and building system updated it may improve but that's just wild wishful thinking at the moment.
Would be nice to not have to re-construct existing whole levels in GG if possible but not sure how to work around it at the moment unless you have any suggestion or thought. Perhaps I am just doing something wrong. Settings or something possibly though have tried a lot of things, both for the object and characters.....
In the hands of the Gods perhaps.
Anyway I have attached a screen shot with 2 enemies of a converted level in GG as is to date they are OK on the floors but get stuck around any building part. You can see the corridor part (4 junction) to the left and right and no way the can navigate correctly around those just as an example - they just don't go around with avoidance but try and go through it or at least get stuck in it as said.
The only thing I can think of at the moment is to find a way to set up complex paths and get enemies to stick to them
Don't think I will bother even attempting that.
On a good note I have some lifts working to the higher parts of the level here for the player and they work OK with the model.
Just some feedback really. No worries. I will put GG on hold by and large anyway and wait and see what if anything gets updated this year that may help at all. Maybe navmesh will help if it gets included and the AI gets an overall too, but all that's a big undertaking and asking a lot.
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