Humping trees - prevention

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mft004
Posts: 33
Joined: 2017-12-14 17:37

Humping trees - prevention

Post by mft004 »

Hi, I had a question about terrain or objects on it.
When some bots are driving along in a tank they might come to a tree and instead of working a way round it, they hump it and keep at it for ages. So I went to see if I could find the tree in the staticobjects tweak file but no luck; I'm guessing that for forests etc, the designer can paint a load of trees onto the map and those don't get mentioned in the tweak file. So I'm wondering, is there a setting which can be switched which would make the trees pass-through-able? That's what tanks can do when they come to a small fence or barbed wire, so hopefully it's something which is possible in the game.
Many thanks for any help here,
Mark
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Humping trees - prevention

Post by Outlawz7 »

If bots drive into objects it's likely because the navigation mesh is wrong and tells them they can pass through when they can't.
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mft004
Posts: 33
Joined: 2017-12-14 17:37

Re: Humping trees - prevention

Post by mft004 »

Righto, thanks for the reply!
LangMaster
PR:BF2 Contributor
Posts: 176
Joined: 2020-10-11 03:15

Re: Humping trees - prevention

Post by LangMaster »

To easily understand mft004 this is a navigation mesh that needs to be rendered for the map to have an ai support, it takes longes the bigger the map is, but also the bigger the map is, the less quality and size the navigation mesh can have so the map does not crash.

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Take it as another terrain which tells bots where they can walk or drive, there is two of them one is for infantry which shows inside buildings, and then there is a vehicle one which has much more holes due to the vehicles being way more thicker than infantry, since we try to make the map not crash we reduce the quality of navmesh and so sometimes the hole of the tree gets overwrited or covered up which tells the bot that there is no trees and they just drive right into it.
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mft004
Posts: 33
Joined: 2017-12-14 17:37

Re: Humping trees - prevention

Post by mft004 »

Many thanks for the explanation Lang and for those images. I had heard of the magical land of navmesh but never tried to understand it as I thought it needed premium software to edit; hence the reason for looking to deforest. If I was a tree, facing the choice of extermination or partnering up with a tank against my will, I don't know what I'd pick : )
LangMaster
PR:BF2 Contributor
Posts: 176
Joined: 2020-10-11 03:15

Re: Humping trees - prevention

Post by LangMaster »

mft004 wrote:Many thanks for the explanation Lang and for those images. I had heard of the magical land of navmesh but never tried to understand it as I thought it needed premium software to edit; hence the reason for looking to deforest. If I was a tree, facing the choice of extermination or partnering up with a tank against my will, I don't know what I'd pick : )
In fact, you just need blender which is free, and alot of patience. The worst part is that when something is finished it is packed into a file that cannot be reverse openned by a 3D software for any fixes, only the one who made the navmesh has the original files to do so.
Last edited by LangMaster on 2022-02-15 18:33, edited 1 time in total.
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mft004
Posts: 33
Joined: 2017-12-14 17:37

Re: Humping trees - prevention

Post by mft004 »

Ah - that's a real shame. Still the possibilities with bf2 seem so vast to me that I'll forgive the devs for the imperfections. Not bad at all for an 05 game.
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