#mesh floating in air but gridnav still consider it as pathable?
1 messages · Page 1 of 1 (latest)
it depends on the material you use
some materials have the walkable property, and some don't. some ofthe grey dev materials don't have it
also the mesh needs to at least overlap 51% of a gridnav square to be considered for navigation purposes and to be detected by the grid nav system
and the height difference must be at least above 128 units for it to be considered a wall, if it's a material that allows walking on it
also not sure what you're trying to show here. please elaborate further
you can see that in my screenshot none of the edges are getting blocked gridnav despite it should. also even if i put it down to same axis as the tileset its still not getting blocked
are you talking the edges around the collapsed tiles?
around the mesh
what mesh? the columns?
they do not block navigation
ah
I see
the floating mesh
the floating rectanngle/block that i placed it
well, that's because the material doesn't have the walkable property
you have to add dota.nav.walkable in the properties of the material
otherwise, you can just duplicate the mesh and apply the~~ tools nav material to the duplicated mesh (I forgot the exact name of the material, it's one of the pink tools materials, just search "tools" when looking for the material)~~ tools clip material
but you should do that once you're doing making the area, otherwise you will have to keep changing the duplicated stuff too
sorry, dota.nav.walkable 1
here's a wiki article about it, in case you're curious https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/Dota/Navigation_Mesh
how do i know if its applicable/compatible? just setting it in properties and it should have an error if not compatible (aka not walkable at all regardless of settings)?
which settings? all materials from Valve have various properties. some have the walkable attribute (ie. some dev textures, all blend materials, some miscellaneous materials such as materials that Valve used for the purpose of applying to a mdoel so that it blocks grid navigation [these are rare and few since Valve typically doesn't do this), and a lot more do not have the attribute.
if you made a custom material, from the wiki: Custom materials should specify a "User Material Attribute" of "dota.nav.walkable 1"
and yes, you can just cycle through materials and apply them to the mesh and see which ones block nav and which ones don't
the one you are using (icepath) is likely from a character model, so if you want it to block navigation, you'll have to make a second mesh/copy the same mesh and apply the tools clip material onto it
also keep in mind, the nav grid is 2d, you will not be able to navigate under/over other things
oh i see. thanks alot. tried a few material but only the immortals looked cool to me. guess i'll just go for plain material
yeah bnd tutorial mentioned its 2d only too. thanks again
👍
you can use whatever material you want, you'll just need to copy the mesh and apply the tools clip material to be able to navigate on it
but yea, I recommend doing that after you're completely satisfied with how your arena is placed
hmm somehow tools clip isnt working as I expected. as in tools clip is blocking the entire area
what I'm trying to do is basically an elevated center(that is round) as shown in below
green is the ramp/stairs from tile editor
and red x is off-limits area so that units don't fall off the edges/climb from it
easiest way to imagine what I'm trying to do is basically an overthrow map. but the center being lv3 or lv5 on Z-axis
players can play in red X area ( flat ground) but of course they don't get the vision advantage of playing it in the center circle
actual map should be like this. from the hilt around the hilt of the sword to the ancient/am should be an elevated level
achieved this easily with tile editor but not mesh. i still don't know how mesh tool works well enough I guess. best I can think of is build tiles (zagged circle though) around the cylinder/center then collapse/flatten the tiles around the edges of the mesh so that it's hidden under the cylinder edges
yeah
it's merged by a cylinder and other 4 blocks
the thing is the cylinder always appears on navgrid as green regardless of the height I set / z axis
I used the tools clip material instead and it just blocked off entire cylinder
how do you do this. my navgrid is green even though it's floating in the air and more than 128 height
hmm so any possible solution. reinstall d2 and workshop tools?
em
wait
try this? a hollow cylinder
or the grid overlay just didnt update its visual, try toggle?
show me
there are several clip materials
one of them is just dota.nav.walkable 1 in a tools material, a couple of other ones have different properties, one of them being the one you might have used which makes anything using it unnavigable
ok tried a few materials. toolsnavattribute is always walkable, reflectivity/toolsclip is behaving as it should (center walkable and blocked around edges)
is there any search filter by properties?
instead of by searching tools only
no, just experience?
But it's for source, not applicable for dota
even if its floating in air like this?
I think so
the hammer builds gridnav by vertical trace
when it trace from above, hit this material first, make the grid always walkable whatever others below
hum, seems it does not effect others
unfortunately no