Jump to content
The Dark Mod Forums

Strange pathfinding


ocn

Recommended Posts

Hi there! I'm justing starting building a basic map- just a single room and a corridor currently. Two AIs (a thug and a rat) and both behave strangely when navigating through the map. They keep walking against obsticles like crates, furniture even walls. It looks ridiculous. The map dmaps without any errors and I can't possibly figure out what might be wrong. Any thoughts?

Where are the REAL brits?! The one's we have are just brit-ish.

Link to comment
Share on other sites

Hi, ocn, and welcome!

 

By default, AI do not find their way around placed objects; you should surround them with a brush textured with common/monsterclip. It is a good building habit to monsterclip your level either while building or in a later phase, and even cut down entire areas where the AI would not go. This also cuts down on pathfinding calculations, increasing performance.The game handles dynamic obstacles such as moveable crates (although not perfectly), you need to only concern yourself with static stuff.

 

Here is more reading on the subject.

Edited by Melan

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

Hi, ocn, and Welcome!

 

By default, AI do not find their way around placed objects; you should surround them with a brush textured with common/monsterclip. It is a good building habit to monsterclip your level either while building or in a later phase, and even cut down entire areas where the AI would not go. This also cuts down on pathfinding calculations, increasing performance.

 

Thanks for the reply. I'll do that, but won't the editor be extremely cluttered after a while? Perhaps there's a filter option somewhere?

 

Cool! It works... That's a very genious way of controlling various aspects of pathfinding. Thanks for enlightening me :-)

Edited by ocn

Where are the REAL brits?! The one's we have are just brit-ish.

Link to comment
Share on other sites

There are two basic ways to filter stuff:

  • first, the menu bar has a Filters menu with options for brushes, patches, entities, visportals, clip textures (what you would need at the moment) and more. You can build custom filters if you need to, but you generally don't.
  • second, you can use layers to manage your level, and toggle areas on and off. That can also be used to select a collection of brushes or models that obscure or clutter up the editor view - for example, I typically put vegetation into a separate layer to get it out of the way when I am dealing with basic architecture.
  • there is a third concern: as your level grows, it can slow down the editor considerably. Here, I again suggest using layers. This has no significance for the game proper: loading times will increase with level size and complexity, but as long as your mission is properly segmented by visportals, it will run without problems.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

Also, here is a link to a thread on monsterclipping with concrete examples and a discussion of typical mistakes.

Edited by Melan

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

Also, here is a link to a thread on monsterclipping with concrete examples and a discussion of typical mistakes.

 

Also remember to keep visportals nice and clean. If you have a visportal penetrated by a worldspawn brush, erratic AI pathfinding will result and the visportal looks just fine.

 

Func_statics and entities can penetrate visportals without issue, but I recommend your portals are always free of clutter.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Also remember to keep visportals nice and clean. If you have a visportal penetrated by a worldspawn brush, erratic AI pathfinding will result and the visportal looks just fine.

 

Func_statics and entities can penetrate visportals without issue, but I recommend your portals are always free of clutter.

 

Looks like I've a lot of reading ahead of me. Visportals??? Worldspawn brush??? I've just come to grips with the "void" concept versus the "solid" concept of the good old Dromed :-)

Where are the REAL brits?! The one's we have are just brit-ish.

Link to comment
Share on other sites

Hehe, seems like another Dromed-veteran has arrived? Sweet! Welcome ocn!

 

You place Visportals in doors etc. so that Doom 3 knows which parts of the map need to be rendered from the player's point of view and which don't. Visportals are actually the most important performance aspect in TDM, so make sure you understood how they work before you start building a huge super level. :) Just follow the A-Z Beginners Tutorial on the wiki, if you don't do that already. It teaches you everything necessary.

Link to comment
Share on other sites

When your map starts to get large or if you want to examine someone else's large map then there is another very important filter for instantly focusing on what you are working on. Check out the key on menu > View > Region > set from xy view. I forget the default but mine is now a single key R.

 

What this means is that everything is instantly filtered out except what you see in XY Top view

 

You can restore everything with the key set on menu > View > Region > switch off but in practice I mostly just switch to another area with my R key. In other words, I zoom out scroll over, hit R. I only ever see that portion except when I want a larger overview for some reason.

 

Of course, you can use it in combination with the filter and layers menus.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
    • The Black Arrow

      Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!
      · 0 replies
×
×
  • Create New...