|
Modding Tutorials Information and tutorials related to modding BF2. |
|
Thread Tools | Display Modes |
2018-10-04, 21:16 | #21 | |
Join Date: Jun 2009
Posts: 557
United Kingdom
Location: France
|
Re: Creating AI support (Co-op) For Your PR Map
Quote:
Some great input. Thank you very much, I will give this a shot. If I still struggle, would you be willing to give my new map a navmesh? I will order you pizza | |
2018-10-05, 06:10 | #22 | |
Join Date: Oct 2016
Posts: 45
Korea (North)
Location: Zevenaar
|
Re: Creating AI support (Co-op) For Your PR Map
Quote:
I got for most staticobjects a _nav object thanks to outlawz so unless you use some new structures without a col3 mesh the navmesh process should not be an issue. Keep me informed where if you managed to get your navmesher running. | |
2019-08-22, 15:56 | #23 | |
PR:BF2 Contributor
Join Date: Sep 2011
Posts: 523
Germany
Location: Germany NRW - Xanten
|
Re: Creating AI support (Co-op) For Your PR Map
Quote:
Are this navstatics up to date or exist there more? Thx in Advance | |
2019-08-22, 18:21 | #25 |
PR:BF2 Contributor
Join Date: Sep 2011
Posts: 523
Germany
Location: Germany NRW - Xanten
|
Re: Creating AI support (Co-op) For Your PR Map
Preparing Editor with EVERYTHING and have now the option to use 2nd pc for navmeshing.
With new pc the Editor loads really really quick. But that have no impact on navmeshing. Why? You have something for me? And you wont believe …. currently i try to figure out to remove ONE messy big jungle_tree_02 from a overgrowth.con …….because ist sitting in the middle of a road. But new pc runs fine and quick. There is really a difference AMD and Intel .. |
Tags |
coop, creating, map, project, reality, support, tutorialcreating |
|
|