Product Chat / Floor height

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granada
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Posted: 9th Mar 2017 10:00
Hi guys,do the floor hight have to be a standard distance for the ai to work or can we use various floor heights .

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LeeBamber
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Posted: 9th Mar 2017 12:05
I have created a video to show how to create multi-layer AI for characters, but perhaps wait for the Public Preview release I plan to release in a few hours with some more AI fixes relating to stair climbing, thanks.


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Posted: 9th Mar 2017 12:12 Edited at: 9th Mar 2017 12:17
Thanks for getting back to me . What about imported levels,will we still be able to do the same as in the video.

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Belidos
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Posted: 9th Mar 2017 12:15 Edited at: 9th Mar 2017 12:20
So basically you need to place a waypoint, and a floor zone, for every single building in your map that has an upstairs to get your characters to go upstairs?

Sorry, but my levels are already cluttered enough with way points, and markers, and zones as it is, this seems like a very convoluted way of getting them to go upstairs, and creates more clutter in the editor.

However, if that's what we have to do, then that's what we have to do. If this is going to be the system then any chance we can get more nodes on the floor zones? Not all roofs and upper floors conform to 4 sides.

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Posted: 9th Mar 2017 12:46
Great work Lee.

Hope this works for models as well, and not only the EBE. Bit late here to play with it now

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Posted: 9th Mar 2017 13:09 Edited at: 9th Mar 2017 13:15
Thank you so much for explaining that. I was connecting my waypoints to the points on the floor zone and it would not work! I didn't realized just dragging it into the zone was the key.


EDIT: Now if I could just get the floor zones to stay on the floor I want them on. Almost every time I try to drag a point, it sinks through the floor!
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Posted: 9th Mar 2017 13:18 Edited at: 9th Mar 2017 13:24
when I stretch the floor marker (after pressing the marker mode button), it goes through the entity and out the other side. Also does it for EBE structure too. It might just be me.

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Posted: 9th Mar 2017 13:23 Edited at: 9th Mar 2017 13:25
Quote: "it goes through the entity and out the other side"


Hi BOTR it looks like you have a slight rotation on the floormarker it's going down at a slight angle try rotating slightly
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Bored of the Rings
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Posted: 9th Mar 2017 13:28
@GraPhix-not sure why I have a slight rotation of the floormarker as I didn't set one. I had another try with EBE structure and it did the same thing. I'll verify files again, just in case and see if it still persists.
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granada
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Posted: 9th Mar 2017 13:28 Edited at: 9th Mar 2017 13:28
Quote: " Public Preview release I plan to release in a few hours with some more AI fixes relating to stair climbing, thanks."

is this live yet,might be worth waiting.

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Posted: 9th Mar 2017 13:33 Edited at: 9th Mar 2017 13:40
Quote: "@GraPhix-not sure why I have a slight rotation of the floormarker as I didn't set one"


could be your terrain is not flat, I'm just guessing but I have had a similar issue with an EBE structure sitting on a slight angle for some reason I had a little bump under it, must be them pesky moles lol

There is one thing I have noticed when you start GG it defaults to terrain mode and I have clicked in the main window before now and not noticed I have created a little bump, maybe if we had the option of choosing what mode to default to on start up would be nice I would prefer entity mode myself
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Posted: 9th Mar 2017 13:41
Quote: "when I stretch the floor marker (after pressing the marker mode button), it goes through the entity and out the other side. It might just be me."


I've had that happen many times as well. For me it seems to happen when I'm in the "F" button view instead of top down.
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Posted: 9th Mar 2017 13:42
Yes, still doing it in F mode. So we can really only do this in top down view?
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Posted: 9th Mar 2017 13:54
I've (so far this morning) figured out or learned to use top down to move the points, "F" for perspective, marker mode to move the zone up and down, and to drag waypoints into the zone rather than connecting them to the zone points. Now just gotta figure how to get the waypoints to get on the next level every time.
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smallg
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Posted: 9th Mar 2017 14:14
good video, thanks
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Bored of the Rings
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Posted: 9th Mar 2017 17:24
a small video showing that marker node placement not working correctly in F or G view mode. Ignore the last few seconds, I was having problem also with my video recording software

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Posted: 9th Mar 2017 17:59
Press 'P' before clicking on the zone nodes and moving them.

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Posted: 9th Mar 2017 18:06
Quote: "Ignore the last few seconds, I was having problem also with my video recording software "

win+alt+g, then win+alt+r, is the cheapest recorder you may get.
Once done, look for your vid in your windows/videos folder.

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Posted: 9th Mar 2017 18:28 Edited at: 9th Mar 2017 18:30
Quote: "win+alt+g, then win+alt+r, is the cheapest recorder you may get."


well I never.... in all the years I've used windows, never knew that existed, where have I been. thanks a lot I will give it a try.

thanks also to Cybernescence will give the 'P' a try also


[update-oooh looks like an update just occured to GameGuru, thanks Lee ]
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3com
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Posted: 9th Mar 2017 19:13
@ BOTR
Yah, quite useful as emergency way, obviusly do not have all the others have, but it works.

https://support.microsoft.com/en-ca/help/17188/windows-10-record-clips-of-pc-games

About the thread theme, does that floor zone works with custom buildings, or just EBE ones?

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Earthling45
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Posted: 9th Mar 2017 20:55 Edited at: 9th Mar 2017 20:58
All credits to Lee

Quote: "The reason for the issue is that the waypoints are all tied to the terrain ground and the building is not perfectly sealed as an AI obstacle. Using force obstacle mode in the FPE of 2 would seal it."


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granada
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Posted: 9th Mar 2017 21:49 Edited at: 9th Mar 2017 21:50
Quote: "About the thread theme, does that floor zone works with custom buildings, or just EBE ones?"

Anyone no the answer

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LeeBamber
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Posted: 9th Mar 2017 22:17
When moving the Floor Zone marker nodes, ensure you do not leave the raised part of the structure as the node will be placed on the terrain floor where you do not want it. This editing process could be better but starting with this one before giving the whole waypoint/zone editing an overhaul.
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Belidos
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Posted: 9th Mar 2017 22:48
I tried this tonight, it does work, but its a nightmare to set up, once a node hits the ground that's it you won't get it back up, you'll gave to start again, I think i'll just leave my AI on the ground for now.

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Posted: 9th Mar 2017 23:01
Quote: "Anyone no the answer "


As can be seen in the image i posted, there is a floor zone on the roof of the custom building and it works
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Posted: 10th Mar 2017 00:07
Quote: " where have I been. "


Apparently you were hanging out with me because I never knew that existed either. Thanks, 3com!
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Posted: 10th Mar 2017 01:21 Edited at: 10th Mar 2017 01:33
@lee holding shift down on a point on the floor zone adds a new point .
if so does this mean we can add points to shape around different floor shapes,
or is the floor zone only valid as a four point object not that you would need it
because enemy would already have followed you up a level.
i was thinking 6 points would allow you stretch shape to go across another object
a plank or bridge ect using just one floor zone i do not mean up or down a level
just on same plane would be nice to have the floor zone on a mouse scroll up down
like in the build editor pref with snap to floor before sizing just as characters snap to
a different height and entity's snap to tables ect.
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Posted: 10th Mar 2017 06:39


This is a huge improvement

Lee, one question about the floor zone, i've placed several paths between the floor zones on the roof as you can see in the video.
Is this the proper way to join the floor zones or should i do it in a different way?

Hats off for you
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Posted: 10th Mar 2017 06:48 Edited at: 10th Mar 2017 06:56
Wow Lee you really do know how to work your magic. Was wondering for the longest time how you were going to tackle the Nav Mesh issue and multi-floor waypoint system. This is quite simplified for the user end, Perfect!

Skip to 8:05 -- this is what I've been used to using nodes/way points (after creating the nav mesh)


Nav Mesh systems are usually very complex in other engines , here's an example of how tedious the task generally is:


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Belidos
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Posted: 10th Mar 2017 08:15
its a good system but we really need a way to lock the height of the marker nodes, its so frustrating if you don't get it right first time

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Posted: 10th Mar 2017 11:27
I find moving the nodes is not bad now that I've realised need to press 'P' first (before that it was a nightmare - I would just give up) - I can move them up and down reasonably well in free flight mode if they drop off a platform height - and individual nodes now seem to snapping to height rather than dropping to terrain and staying there (which again was probably just me not realising need to press P for this to work).

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Posted: 10th Mar 2017 11:42
What is the press P thing? What is it supposed to do? never seen it before.

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Posted: 10th Mar 2017 11:48 Edited at: 10th Mar 2017 11:50
Hi Belidos
a lot of people missed the P thing if you watch Lee's video again you will see he mentions pressing P

Quote: "Press 'P' before clicking on the zone nodes and moving them."
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Posted: 10th Mar 2017 15:29
P is waypoint mode, there's an icon for it at the top, I usually end up pressing it instead of test game and then can't select anything until I realise I've hit it and press E again :p
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Belidos
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Posted: 10th Mar 2017 16:01
Ah then it does nothing to help me, i always use way point mode when moving nodes about, so nothing new there, i just didn't know the shortcut. So i stand by what i said before, we definitely need a way to stop the nodes dropping to the floor, a way to fix them at height and move them up and down, otherwise (for me at least) this update is a waste, just cant get the height marker to stay where i want it, and having to add a height marker and a set of way points to every floor of ever building i have in my level is just way too much work as it is without having to mess around with uncontrollable nodes.

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Posted: 10th Mar 2017 16:28 Edited at: 10th Mar 2017 16:37
Well either the button/icon doesn't work or P now does something extra, not sure, but clicking the icon for waypoint mode doesn't help, but pressing P does.

EDIT: - icon/button is working too

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Posted: 10th Mar 2017 18:02 Edited at: 10th Mar 2017 18:19
Due to the critique i've tried it on EBE and again on another entity rotated in a ridiculous angle just to try what would happen.



To be honest, i can go overboard and move the node back so long as i have my mouse button pressed.
Also placing the floor zone in an angle is easy to do.

Edit:
Even after placing them on the ground level, i can pick them and place them on top of the platform without problems.


Belidos
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Posted: 10th Mar 2017 20:53
That doesn't happen at all for me, as soon as it drops to terrain level I can move it wherever I want and it stays at terrain level.

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Posted: 10th Mar 2017 21:25
Quote: "That doesn't happen at all for me"


You mean with the latest build? i'm using the public preview
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Posted: 11th Mar 2017 06:44
Works fine for me, too - I can move waypoints from ground to upper levels back and forth without issue. Also, shift-clicking to add extras nodes works fine too.
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Belidos
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Posted: 11th Mar 2017 06:58
I'm not talking about waypoints, I'm talking about the marker nodes, once the hit the ground getting them back up is a nightmare, I'm also getting ghost markets appearing, I'll place a marker and while adjusting it another marker will appear that doesn't have a control handle or nodes. This happens more often when you move a model after placing a marker, but sometimes just randomly happens.

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Posted: 11th Mar 2017 07:29
Are you pressing the waypoint button or pressing P before selecting the floor zone nodes? Not the marker button the waypoint editing button.

I've seen some ghost markers too when placing multi floor zones. Not sure when/why they are happening yet.

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Posted: 11th Mar 2017 18:21 Edited at: 11th Mar 2017 18:34
Its possible Game Guru may need mode shifting more visible. From Entity, Markers, Waypoints, Trigger Zones. This way you are preventing from accidentally clicking an entity when trying to click a node for example. Kind of like how RPG Maker has different editing modes to prevent clicking on things you dont intent to. Basically isolation type modes.
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Belidos
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Posted: 11th Mar 2017 18:28
Quote: "Are you pressing the waypoint button or pressing P before selecting the floor zone nodes"


Yes i'm pressing P, the only difference it makes is it's easier to select the nodes, it makes no difference to moving them or adjusting their height.

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Posted: 11th Mar 2017 20:02
@ Belidos - sorry, I meant to say floor markers - the nodes drag up and down between levels with no issues. Not that it helps you to know that it works for me, but it does seem to be one of those problems that only affects some people.
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