Product Chat / What I would like to see: Characters that can navigate inside and upstairs in models: A NAV Mesh System

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teamhalo
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Posted: 2nd Jun 2015 03:43 Edited at: 2nd Jun 2015 03:46
Hello all

I am very excited for all the developments Game Guru has made over the past few months, and it really seams like Lee and TGC are keeping a close watch over the users and what is requested. I thought I would post a quick thread with an idea of a feature that I have wanted for a long time. Since Game Guru and even FPSC Reloaded, AI navigation have been hit or miss regarding their maneuverability. They can walk, run, and traverse the terrains in the engine beautifully, but alas; models and buildings complicate them, and I have yet to successfully deploy walking characters in two-story or three story buildings, created specifically for level development.

If you know me by my store handle, Valuable Assets, you'll know that I make a lot of scenery pieces, specifically Buildings. I love making buildings, because they give so much customization to a game and a level, and really allow you to flesh out environments easily by giving a simple drag and drop prefab to populate levels. This has led me to create a lot of media that involves structures and buildings, and unfortunately characters do not have the versatility to traverse these custom assets yet, and that is a feature I would love to see in the near future.

What it is referred to in some engines, a Navigation Mesh, is basically a second layer of painted clear polys that specifically shows where the characters can run, take cover, and maneuver inside modeled geometry. If Game Guru developed a system like this to create fluid AI the can traverse many combinations of media seamlessly, I would be so happy.

Here is my favorite video demonstrating what a Navigation Mesh is, and how Fallout 3 uses it to enable AI to walk inside pre-built kit pieces that make up levels. If Guru modeled a system similar to this, making Nav meshes could be easy and simple.

Teabone
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Posted: 2nd Jun 2015 03:51
I use the GECK too as well as the Creation Kit for Skyrim. Basically the same engine. Love making mods with them as its easy to use and very powerful.
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!nullptr
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Posted: 2nd Jun 2015 06:15
Just wondering, given the preference for "zones" whether nav meshes can be PnP "nav zones"? Pretty well follows the same principles but keeps the commonality and simplicity. Given the demand for invisible walls etc. something like this would fit like oily hands in a rubber glove.

It also makes the scripters job easier by simply referring AI to whether the zone is navigable or not. Zones could be IN-zone tests or NOT IN-Zone tests? I must admit I haven't done much with character AI but since getting your great buildings pack teamhalo (VA) it's gone up 5 slots on my TO DO list.

Just my 2 cents.
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teamhalo
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Posted: 2nd Jun 2015 16:23 Edited at: 2nd Jun 2015 16:24
It seams there appears to be more users unhappy about the state of AI inside interiors.

This video was posted yesterday.


I really hope TGC can come up with a solution soon
Pirate Myke
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Posted: 2nd Jun 2015 17:03
Yes Nav mesh would be good, but complicated for most users to deal with. Lee is working a solution for this.

Your enter able buildings work fine. the sample I downloaded from the store did not have the forcesimpleobstacle = 3 statement in the FPE file. Once in there and the dbo and bin file was deleted. Then the AI function properly on the terrain level.

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teamhalo
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Posted: 2nd Jun 2015 17:34 Edited at: 2nd Jun 2015 17:42
Quote: "Yes Nav mesh would be good, but complicated for most users to deal with. Lee is working a solution for this."

If it can be streamlined and perfected like other features built into Game Guru like Fly mode or terrain sculpting I don't think it would be complicated for most users. I would say that LUA scripting is complicated for most users but it is still a big part of the engine and must be utilized to make a real game.

That simple FPE fix does solve the issue on the ground level. The real problem is when you incorporate upstairs and multi level geometry. That appears to be the main issue brought up in the video by a steam user. We'll have to see what Lee comes up with.
Pirate Myke
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Posted: 2nd Jun 2015 20:33
This is just not available yet, that way, one of the reasons the store is not flooded with these type of objects, And you may very well have to modify some or all of them to make it work when the AI can do this.

It is my number one want next to proper light mapping for inside structures.
It will come.
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