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Loki<KoR>
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Path Noding problems
Aug 23rd, 2005 at 11:23pm
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Hey people, Greetings!!!! All

I'm having problems releasing the version 2 of my recently developed map.

**********The history:*********
It was build under UnrealED with 226f patch. Then, improved under UED of Unreal GOLD (it was a %$?¿@!:ñ error)

When I noticed that it will not be compatible with other versions of unreal, only 1 way I was found:  Export the level rendering info and retexturing Everithing, sounds music, etc. (too much work !!!)

I'm making two versions: for unreal and for UT

*******The problem**************

In the final version of GOLD Pathnodes was all OK.
In the pre-release version of Unreal 226f and UT All OK

But... when I finished, Oh my god!!!  Cry  the bots don't use the elevators and at certain points they simply go back and don't follow some ways, specially to elevators

there is a special problem place: a pathnode way leading to a semi basement where an elevator is waiting to make your way to a outdoor un-roof room.


******solutions I tried****************

Deleting ALL navigation points and pathnodes and replacing them.

An re -arrangement of pathnodes

Interchanging the two pathnodes at the two sides of the door by items or weapons.

Setting up the pathnodes at "onewayPath" option

Rebuild pathnodes only and rebuild all

Checking BSP Holes

Relink the mover - liftcenter - liftexit by tags

deleting and remaking the mover (elevator)

checking zone portals


AND NOTHING WORKS!!!  Shocked   Cry


All of them tried under UT ED 2.0 but if it don't work, then, under UED it will not work too.



SOME TIPS, HINTS, HELP???????????????
  

}{LoKi}{&lt;KoR&gt; Rulez!!! 8)&&&&I need only one bullet to blow your head apart!&&So take it off!
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Buster
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Re: Path Noding problems
Reply #1 - Aug 24th, 2005 at 4:12am
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Hello ...

From what I can gather in your post - there's probs with using Gold 226b with other versions and the bots aren't using the lifts properly.

For the 1st prob it's simple (it's all in the zip) ...

http://www.members.shaw.ca/editortools/hexeditor.zip

But as for the 2nd prob ...

It sounds like there's no "liftcenter" or "liftexit" put in the map, so the bots don't know it's a lift. Grab a tutorial and read up on lifts, or open up a map with lifts and check how it's done.

Here's a link to a reference file ...

http://www.members.shaw.ca/editortools/ued-reference.zip

It's hard to tell pathnode probs without being able to watch the bots in the map. One thing I've found is use as few pathnodes as possible - at least limit their use in large open areas.

I hope this helps abit. Also, there's more tools on my site ...

http://www.gatherstone.tk

Keep me posted on how things are going. Send me a zip of what you've done so far ...

gatherstone@shaw.ca
  

Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com

OK - he falls
Keep it Unreal !!
Smiley_~
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Loki<KoR>
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Re: Path Noding problems
Reply #2 - Aug 26th, 2005 at 8:59pm
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Hello BUSTER!!

In fact  there are liftcenters and liftexits on my map.

I wish to send you a zip file with my maps for a test.
you can try it and help me with tips and sugestions about,  to improve it.
  

}{LoKi}{&lt;KoR&gt; Rulez!!! 8)&&&&I need only one bullet to blow your head apart!&&So take it off!
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Buster
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Re: Path Noding problems
Reply #3 - Aug 26th, 2005 at 9:12pm
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Send it Bro ... I waiting !!  Tongue
  

Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com

OK - he falls
Keep it Unreal !!
Smiley_~
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