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RE: Path Node HELL

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Pstemarie
RE: Path Node HELL

After spending over an hour playing with the Path Nodes for a new group of interior tiles - its a prefab 2x4 inn for my module - I have decided that Path Nodes are the MOST EVIL, MOST DESPICABLE pita I have EVER had the displeasure of working with. Through MUCH trial and error, I was able to finally fix my pathfinding woes, but there MUST be an easier way to fix such issues. I vaguely recall that someone had once done a write-up that included a chart that covered Path Nodes, but I can't seem to find it.

As for my issue with the new group...

I started out with existing tiles and modified them to get the look I was after, adding furniture, rotating models, and updating the walkmesh as needed. The modeling portion was easy. I was also able to easily drop the new tiles into the SET file and create the new Tile Group, adding the appropriate reference to the Tileset Palette. However, because I rotated some of the tile models, pathfinding became a nightmare.

So my question is this...

​Is it just me or does the rotation for the Path Node in the SET file NOT match up with the rotation of the model in 3DS Max? 

​This seemed to be the case as I had to use trial and error to set things right. Also, keep in mind as you ponder this, that the AuroraBase rotation in 3DSMax for all the tiles was set to in the Z-Axis. Thus, if the model rotation was 0 on the Z-Axis, why in hell does the Path Node rotation NOT the same? Has anyone else had these issues, or is it just me?

Pstemarie

  • Custom Content Artist
  • Former Project Q Team Lead
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Zwerkules

Bannor Bloodfist explained pathnodes in a thread at the Harvest Moon forums.

I think that some path nodes that are needed are still missing and suggested to Beamdog to add those. But even if the suggestion had made it to the trello boards, who would vote for more path nodes, when less than a handful of people even use them?

A rotation of 90 of a pathnode means it is rotated counter-clockwise and 270 is 90 degrees clockwise. If a pathnode is not rotated at all, it is just as shown on the path nodes picture. (edit: which only shows when I edit the post, but I can mail you the picture of the path nodes if you like)

 

 

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Tonden Ockay

I put this Custom Tilset Tutorial PDF (10) together and all the information I could find about Path Nodes are in it.

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Pstemarie

Thanks, Zwerk that explained a lot - my error was in thinking that the Path Nodes rotated clockwise.

 

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Toro

nevermind..

Pstemarie,,   The Jlen SetEditor is great for this. DO NOT USE to actually edit/write your set file tho. I really wish someone remade it with all it's functionlity. It's such a complete tool.

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Zwerkules

I strongly advice AGAINST using the set editor. It can and in at least 90% of all cases will mess up the set so badly that it will cause crashes or at least some bugs. It randomly sets the number of doors of some tiles to several millions and other stuff and it can only handle the oldest path nodes anyway.

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Toro

Hence why I said, do not use to actually write/edit your set file Z.   It's still a very useful tool. You can use it to visualize pathnodes,visibility nodes. You can use it to identify every tile that uses a certain texture, you can replace any texture, etc.  IMHO it's still useful.

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Vanya Mia

What do you use to edit the set file? Manual alteration of the text in notepad or is there another tool?

"I took Skill Focus: Craft Disturbing Mental Image as my feat last level." Belkar, OOTS

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Zwerkules

I use a text editor to edit the set file.

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Black Rider

@ Tonden Ockay: Your PDF is a very helpfull collection! I should also have those notes, but they're, well, all appart. Now I've them all in one spot. Thanks for sharing!

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