#gWolfenstein3D
1 messages · Page 1 of 1 (latest)
lack of info_node and access to ai_network
@drowsy crater You work a lot with navmeshes, right?
not to be confused with nextbot navmeshes, those I could add dynamically
npcs like npc_zombie use the nodegraph and not navmesh
Sure, I'm using "navmesh" as a generic term here
nodegraph might be the Source-specific term, I'm not 100% sure on that, I haven't spent much time looking at NPCs
they are two separate things
yeah, navmesh and nodegraph are seperate systems, navmesh aka nextbot superceded the older info node graphs aka scripted/engine npcs (literal naming), a nodegraph is just a bunch of interconnected points, unlike a mesh
Hey bud, I have an idea; The one thing I think is a must is to add multiple textures to add verity to the rooms. Allowing for more dynamic experience. Great work! Inspired me to work on some procedural stuff too.
im more of a function first type so that has to wait
yea totally separate
Would be worth looking at, solid work dude.
Why couldn't it be used here?
Do NPC nodegraphs require static geometry?
Can't create them via lua
any way i've seen it done, they're missing functionality, need a restart, need the user to copy a file, rename the extension to .ain, and put it in the right place
better hope the map doesn't have an .ain file packed into the bsp, because you're just completely fucked in that case
navmeshes are way way better
except... nextbot performance is really bad lol
at least compared to engine npcs