What size should navigation mesh areas be? I've noticed nav_generate_incremental adding tiny areas on the edges of roofs and huge areas that go quite a bit past a ramp. AFAIK the size matters most when a spitter or a fire is there, since the entire area is marked as dangerous.
Is there a rule of thumb for the size of areas in wide open spaces? On Thu, Oct 10, 2013 at 12:18 PM, Robert Riter <[email protected]>wrote: > If your zombies aren't spawning in very well, it's likely your nav mesh. > While most guides will tell you otherwise, I find any attempt to let the > game auto-create a nav mesh end in disaster, more or less, for a bunch of > reasons. Anymore if I want the game to generate a nav for an area, I'll > use the radius generation instead so I can continue doing the majority > manually. > > Since I've changed navmesh methods, my zombies have always been > hyper-aggressive and will absolutely pour out from any location you can't > see, and I've had a drastically, drastically better time getting my flows > to work on any given map. > > Give it a shot in a small sample area of the map (creating a nav from > scratch) and see if it helps things. > > > On Mon, Sep 30, 2013 at 12:00 PM, > <[email protected]>wrote: > > > Send L4Dmapper mailing list submissions to > > [email protected] > > > > To subscribe or unsubscribe via the World Wide Web, visit > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > > or, via email, send a message with subject or body 'help' to > > [email protected] > > > > You can reach the person managing the list at > > [email protected] > > > > When replying, please edit your Subject line so it is more specific > > than "Re: Contents of L4Dmapper digest..." > > > > > > Today's Topics: > > > > 1. Tell the director where to spawn zombies? (Steffen Walliser) > > > > > > ---------------------------------------------------------------------- > > > > Message: 1 > > Date: Mon, 30 Sep 2013 20:13:43 +0200 > > From: Steffen Walliser <[email protected]> > > To: [email protected] > > Subject: [L4Dmapper] Tell the director where to spawn zombies? > > Message-ID: <[email protected]> > > Content-Type: text/plain; charset=ISO-8859-1 > > > > Hi there, > > currently I'm working on my old L4D2 Survival / Scavenge Map. I want to > > update it and then bring it to the workshop. But it still has some > > gameplay flaws, in survival mode it's too easy if you got a good spot. I > > must admit this is partly because of the map layout, but I can't change > > that anymore or I would have to rework big parts of the map which is not > > worth the time. > > > > I tried to compensate the layout flaws by creating some extra rooms > > especially for zombie spawns. The problem is: It seems like the AI > > director doesn't use these spawn areas very much. I already marked the > > nav areas as "obscured" but maybe this isn't useful in survival mode. So > > is there anything else I can do to tell the director where he should > > spawn zombies? > > > > > > > > ------------------------------ > > > > _______________________________________________ > > L4Dmapper mailing list > > [email protected] > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > > > > > > End of L4Dmapper Digest, Vol 54, Issue 5 > > **************************************** > > > _______________________________________________ > L4Dmapper mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > _______________________________________________ L4Dmapper mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
