New drivelines

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The first section described the mapping of quads to graph nodes - it will always be a 1:1 mapping, i.e. each quad will be used in exactly one graph node. Then the connection of the graph nodes are described. Besides defining a loop, a single edge can be defined as well: <edge from="15" to="23"/>
The first section described the mapping of quads to graph nodes - it will always be a 1:1 mapping, i.e. each quad will be used in exactly one graph node. Then the connection of the graph nodes are described. Besides defining a loop, a single edge can be defined as well: <edge from="15" to="23"/>
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=Navmeshes=
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Navigation meshes are used by the AI in battle mode. To make a navigation mesh in blender, simpily create a plain mesh
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above the drivable area of an arena, and than use subdivide or extrude to match the shape of
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the area. For obstacles avoidance, just make hollow the point or area, takes this example
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from battleisland:
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[[Image:81919656-aa1e-11e5-87bb-c1af6fc61e9d.png|500px]]
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After finished, set "Type" to "Navmesh" in the supertuxkart properties panel and a navmesh.xml file will be generated when exporting
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Notes:
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Minimap needs all polygons in navigation mesh to have 4 vertices (quads only). Also make sure the normal is
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correctly calculated, otherwise path-finding for AI won't work.

Latest revision as of 01:17, 24 December 2015

Retrieved from "http://supertuxkart.sourceforge.net/New_drivelines"

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