Building Stuff


ɛƖƖîɛ ɛɠɛʀʈøη
Feb. 27, 2013
8 years, 3 months ago

I've been building stuff for the Mossms to walk on but I'm still having the problem of them walking through obstacles. Thought maybe we could get some talk going and see if anyone else has any ideas.

I tried all the things Asymmetrical said. *winks*

Progenitor
Feb. 27, 2013
8 years, 3 months ago
Edited 8 years, 3 months ago by Progenitor

Here's the key to pathfinding:

Look at what's going on under Build / Pathfinding / View/Test. Turn off everything and turn on navmesh, only. The resulting view: that's the key to the whole thing. All the various things you do in making things work with pathfinding come down to tweaking things, and then making sure this view looks like you need it to look.

In particular, you're looking for these things in that view:

Are there places for them to walk? There needs to be navmesh visible all along the area where they're going, from and including the starting point all the way over to the ending point. All kinds of things can go wrong here, such as having ceilings that are too close to floors, narrow points that are too narrow for mossms to walk on. Another thing that can go wrong is having things like the toychest set as a static obstacle, so that there's no spot for them to stand on when they get to the toychest. If there isn't a spot for them to stand on the navmesh at the start, end, or anywhere along the line, they'll forget about pathfinding and just go straight.

Are you trying tricky things with prims? A lot of the cooler things you can do with prims doesn't translate very well into navmesh. Hollowed out cylinders with path cut doesn't work quite like you expect, spirals pretty much don't make navmesh at all, and so on. You won't really see this problem until you turn off "world" and show navmesh only.

Do you have walkables and static obstacles intersecting? This plays havoc for some reason, and you need to make them not intersect.

Are there holes in the navmesh where you expect for your obstacles to be? If there isn't a hole in the navmesh where your walls are, then mossms will walk right through those walls.

The finer points of how to make the navmesh look like it needs to look are a little mysterious to me, and Asymmetrical is much better and more experienced at solving problems with that. But the key is to tweak things, and then rebake and look at that view, and keep experiementing till it looks right.

In the view/test, you can enable obstacles or walkables or other options in that view, but the real test is turning off everything except for navmesh. Walkables, obstacles, and other things just contribute to what the navmesh is going to look like, and mossms basically just think about the navmesh and ignore other characteristics when deciding how to get from here to there.

Progenitor
Feb. 27, 2013
8 years, 3 months ago
Edited 8 years, 3 months ago by Progenitor

Here's another problem solving technique you can try when things aren't working. Strip it all down to its basic, simplest form, like 2 things on a flat surface, and make it work. Then start adding a little bit of complexity a little bit at a time (like putting a small wall in between them), checking it in view/test with world off and navmesh on at each stage. And making sure the mossms work with it at each stage.

Then you add a wall, or a ramp, or whatever, and try again. In doing this, you'll start to discover for yourself all the things I listed above-- you might see, "oh, I see this circular floor isn't connecting to this ramp very well in the navmesh, even though it looks fine in-world." It's harder to see those kinds of things when there's lots going on, and sometimes little changes in world can lead to big changes in the navmesh.

Asymmetrical
Feb. 27, 2013
8 years, 3 months ago
Edited 8 years, 3 months ago by Asymmetrical

If your navmesh looks like you would expect and it's still not working, try changing all of your Mossm environments to Movable Obstacles.

We will set them all to movable obstacles before we launch so you don't have think about it.

Also, as Progenitor said above, make sure none of your prims intersect. They can touch but cannot intersect with anything, including the ground.

Progenitor
Feb. 27, 2013
8 years, 3 months ago

Movable Obstacle basically means ignore this item-- it won't cause a hole in the navmesh. We're only looking at static obstacles for Mossms.

ɛƖƖîɛ ɛɠɛʀʈøη
Feb. 28, 2013
8 years, 3 months ago

Okay. I've been going more on the green and red. so I'll try looking at it the other way. Thanks!

ɛƖƖîɛ ɛɠɛʀʈøη
Feb. 28, 2013
8 years, 3 months ago

When you say intersect, do you mean even a little overlap?

Asymmetrical
Feb. 28, 2013
8 years, 3 months ago

That's correct, no overlap.

ɛƖƖîɛ ɛɠɛʀʈøη
Feb. 28, 2013
8 years, 3 months ago

I'm gonna be your least favorite person.

Why would a Mossm sink halfway into the ground when walking?

How long do most people try to do this before giving up and leaving them all on bare ground? LOL

ɛƖƖîɛ ɛɠɛʀʈøη
Feb. 28, 2013
8 years, 3 months ago

*runs screaming through the forum* IT WORKED! I GOT IT TO WORK!!!


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