Picking up from where webbird had left in this thread, I would like to try and finish up anything else left to do to make the Roman camp playable.
For those who don't know, it's a much more detailed and realistic version of the Roman camp that was implemented by CA, but ended up not being used in the game. Here are screenshots for those who haven't seen it yet:
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So this works now already. The one last problem, as I understand it, is making sure the pathfinding for the camp is good. However, in my testing I have not found any problems with pathfinding on the outside, at all; the only pathfinding issues cropped up within the camp itself, and only if I got the units in between the actual tents, and such. Here is the pathfinding model for the camp (pathfinding_roman_camp.cas), as imported by Verc's script:
Now I need a couple of things from those who would like to help me:
1. From people who encounter pathfinding issues with the outsides of the camp in 1.5/1.6, please report your findings here.
2. For those who are familiar with how pathfinding algorithms work in games (cough, Adherbal), please offer your help here. I had imported this new camp's pathfinding and it looks completely normal, and I even compared it to the pathfinding of the vanilla primitive camp, and they look to be put together in the same way, links and nodes, etc.
However, since Verc's CAS script wasn't designed for pathfinding CAS objects, maybe it is ignoring some data, because in MAX I just see a whole bunch of link objects and node objects, 0 pixels in height and in various dimensions of width and length, all overlaying parts of one another. So I need for experts on pathfinding in games to brainstorm if that's enough.










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