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en:modulebuilding:pathfinding-common-issues [2026/01/15 12:12] – [Always debug the tiles as a first step] juras17en:modulebuilding:pathfinding-common-issues [2026/01/15 12:48] (current) juras17
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 Original NWN tilesets like "Rural" don't have this kind of issue and despite looking not so great, it works perfectly. Original NWN tilesets like "Rural" don't have this kind of issue and despite looking not so great, it works perfectly.
  
-Amazing DOA location: +**Amazing DOA location: 
 +**
 {{:en:modulebuilding:walkmesh-doa-pretty.png?200|}} {{:en:modulebuilding:walkmesh-doa-pretty.png?200|}}
  
-Original NWN Rural location: +**Original NWN Rural location: 
 +** 
 +{{:en:modulebuilding:walkmesh-rural-original-also-pretty.jpg?200|}}
  
  
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   - In the game press Ctrl + Shift + F12 and select aabb mesh   - In the game press Ctrl + Shift + F12 and select aabb mesh
-  - In the toolset press Environment -> Render AABB nodes +  - Or in the toolset press Environment -> Render AABB nodes
- +
-Exmples of great AABB mesh (vanilla Rural tileset):+
  
 +**Exmples of great AABB mesh (vanilla Rural tileset):
 +**
 {{:en:modulebuilding:walkmesh.png?200|}} {{:en:modulebuilding:walkmesh-aabb.png?200|}} {{:en:modulebuilding:walkmesh.png?200|}} {{:en:modulebuilding:walkmesh-aabb.png?200|}}
  
-Exmaples of broken AABB mesh (custom DOA tileset): +**Exmaples of broken AABB mesh (custom DOA tileset): 
 +**
 {{:en:modulebuilding:walkmesh-doa-broken.png?200|}} {{:en:modulebuilding:walkmesh-doa-broken.png?200|}}
 +
 +==== Important note ====
 +
 +For DOA, the game and toolset unfortunatelly often crashes when displaying the AABB - which is propably related to the fact this tilset is broken.
 +
 +
 +===== Organize properly the plceables =====
 +
 +As it was mentioned in the [[en:modulebuilding:pathfinding-introduction]], when path is being found in the tileset, the character starts to move and it looks like it tries to avoid **placeables** on the route to the destination. 
 +
 +There is several rules of thumb about properly placing the placeables to not have the character stucked on the route.
 +
 +==== Do not put placeables across multiple tiles ====
 +
 +This is probably not an issue with not-solid placeables like flowers, but it is an issue with solid placeables like trees, mushrooms etc.
 +
 +It may confuse the pathfinding mechanism.
 +
 +**Good and bad position of the tree in tiles:
 +**
 +{{:en:modulebuilding:walkmesh-tree-good.jpg?300|}} {{:en:modulebuilding:walkmesh-tree-bad.jpg?300|}}
 +
 +==== Do not put two solid placeables with no space for the character ====
 +
 +This is the recipe for having the character stucked: Two solid placeables shall be not placed together with so small space that the character can't fit in between.
 +
 +**Good and bad positioning of the Log and Tree:
 +**
 +
 +{{:en:modulebuilding:walkmesh-placeable-close-good.jpg?200|}} {{:en:modulebuilding:walkmesh-placeable-close-bad.jpg?200|}}
 +
 +
 +==== Do not put solid placeable right next to tile solid object ====
 +
 +Similar applies when you place big placeable so close to the tileset object (like naother tree od stone or wall) that character can't walk acrooss.
 +
 +In some cases it's not problem, but in another it is. Be cautious about this scenario and test the map if it works properly.
  
  
  
  
en/modulebuilding/pathfinding-common-issues.1768479144.txt.gz · Last modified: 2026/01/15 12:12 by juras17