#mesh floating in air but gridnav still consider it as pathable?

1 messages · Page 1 of 1 (latest)

tawdry ice
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i'm looking at BND tutorial about mesh tool in hammer. in his video when he adjust the height to 128 the surrounding area around the mesh is blocked. am i missing something?

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i'm trying to put a stadium where its only accessible by certain ramps/stairs

versed grail
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it depends on the material you use

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some materials have the walkable property, and some don't. some ofthe grey dev materials don't have it

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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

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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

versed grail
tawdry ice
versed grail
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are you talking the edges around the collapsed tiles?

tawdry ice
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around the mesh

versed grail
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what mesh? the columns?

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they do not block navigation

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ah

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I see

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the floating mesh

tawdry ice
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the floating rectanngle/block that i placed it

versed grail
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well, that's because the material doesn't have the walkable property

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you have to add dota.nav.walkable in the properties of the material

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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

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but you should do that once you're doing making the area, otherwise you will have to keep changing the duplicated stuff too

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sorry, dota.nav.walkable 1

tawdry ice
versed grail
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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.

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if you made a custom material, from the wiki: Custom materials should specify a "User Material Attribute" of "dota.nav.walkable 1"

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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

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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

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also keep in mind, the nav grid is 2d, you will not be able to navigate under/over other things

tawdry ice
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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

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yeah bnd tutorial mentioned its 2d only too. thanks again

versed grail
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👍

versed grail
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but yea, I recommend doing that after you're completely satisfied with how your arena is placed

tawdry ice
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hmm somehow tools clip isnt working as I expected. as in tools clip is blocking the entire area

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what I'm trying to do is basically an elevated center(that is round) as shown in below

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green is the ramp/stairs from tile editor

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and red x is off-limits area so that units don't fall off the edges/climb from it

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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

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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

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actual map should be like this. from the hilt around the hilt of the sword to the ancient/am should be an elevated level

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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

fallow brook
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like this?

tawdry ice
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yeah

fallow brook
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it's merged by a cylinder and other 4 blocks

tawdry ice
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the thing is the cylinder always appears on navgrid as green regardless of the height I set / z axis

fallow brook
tawdry ice
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I used the tools clip material instead and it just blocked off entire cylinder

tawdry ice
# fallow brook

how do you do this. my navgrid is green even though it's floating in the air and more than 128 height

fallow brook
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I did nothing

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I think this is normal

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but yours encountered some bugs

tawdry ice
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hmm so any possible solution. reinstall d2 and workshop tools?

fallow brook
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em

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wait

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try this? a hollow cylinder

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or the grid overlay just didnt update its visual, try toggle?

versed grail
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there are several clip materials

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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

tawdry ice
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ok tried a few materials. toolsnavattribute is always walkable, reflectivity/toolsclip is behaving as it should (center walkable and blocked around edges)

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is there any search filter by properties?

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instead of by searching tools only

fallow brook
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hey

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is that nav attribute material?

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this will always make grid walkable

fallow brook
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But it's for source, not applicable for dota

tawdry ice
fallow brook
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I think so

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the hammer builds gridnav by vertical trace

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when it trace from above, hit this material first, make the grid always walkable whatever others below

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hum, seems it does not effect others

versed grail