[R+D] Step not labelled as walkable to go into a building - thoughts? menu

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  1. #1
    Tanaris4's Avatar Contributor Authenticator enabled
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    [R+D] Step not labelled as walkable to go into a building - thoughts?

    All-

    So my mesh works for the most part leveraging R+D, but I just ran into a problem where it doesn't recognize a building entrance properly.

    Now I'm thinking maybe it's b/c of my parameters, but I don't think I should increase the walkable angle more (b/c then it will think I can go up some mountains when I can't)

    Anyone have any thoughts as to why this may be occurring + how to correct?

    In game:
    [R+D] Step not labelled as walkable to go into a building - thoughts?-screen-shot-2012-10-11-11-35-50-am-png

    RecastDemo:
    [R+D] Step not labelled as walkable to go into a building - thoughts?-screen-shot-2012-10-11-11-35-36-am-jpg

    My generation parameters:
    Code:
    #define GRID_SIZE       (533.0f + (1.0f / 3.0f))
    #define TileSize        (533.0f + (1.0f / 3.0f))
    #define TileVoxelSize   1800
    #define MinRegionSize   20
    #define MergeRegionSize 40
    
    #define CellSize        TileSize / (float)TileVoxelSize             // 0.296296296296294
    
    #define CellHeight              0.4f
    #define WalkableSlopeAngle      50.0f
    #define MaxSimplificationError  1.3f
    #define DetailSampleDist        3.0f
    #define DetailSampleMaxError    1.25f
    
    #define WorldUnitWalkableHeight     1.652778f
    #define WorldUnitWalkableClimb      1.0f
    #define WorldUnitWalkableRadius     0.2951389f
    
    #define WalkableHeight      (int)(ceilf(WorldUnitWalkableHeight / CellHeight)) + 3
    #define WalkableClimb       (int)floorf(WorldUnitWalkableClimb  / CellHeight)
    #define WalkableRadius      (int)ceilf(WorldUnitWalkableRadius / CellSize)
    
    #define MaxEdgeLen          (int)(WalkableRadius * 8.0f)
    #define BorderSize          (int)(WalkableRadius + 4.0f)
    #define TileWidth           (TileVoxelSize / GridDiv) + (BorderSize * 2)
    
    #define GridDiv 4
    #define MaxPoly  1048576 / ( GridDiv*GridDiv)
    
    #define m_vertsPerPoly          6.0f
    
    #define m_keepInterResults      false
    #define m_monotonePartitioning  false
    Thanks in advance!
    ~ Tanaris
    https://tanaris4.com

    [R+D] Step not labelled as walkable to go into a building - thoughts?
  2. #2
    DarkLinux's Avatar Former Staff
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    World of Warcraft also has a step up value. I know Ryuk found that value and he could step over buildings. Its not the same as the walkable angle. So I would think that R+D would have a step up value. But I have never used R+D, so I don't know...

  3. #3
    Empted's Avatar Contributor
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    Hello. Everything works smooth for me. Your WalkableClimb is wrong i guess. It's rather big (almost half) related to agent height in WoW.
    Code:
            public static RecastConfig Default
            {
                get
                {
                    var ret = new RecastConfig();
                    const float tileSize = Constant.TileSize;
                    const int tileVoxelSize = 1800;
                    ret.CellSize = tileSize / tileVoxelSize;
                    ret.CellHeight = 0.3f;
                    ret.MinRegionArea = (int)Math.Pow(6, 2);
                    ret.MergeRegionArea = (int) Math.Pow(12, 2);
                    ret.WalkableSlopeAngle = 50f;
                    ret.DetailSampleDistance = 3f;
                    ret.DetailSampleMaxError = 1.25f;
                    ret.WorldWalkableClimb = 1f;
                    ret.WorldWalkableHeight = 2.1f;
                    ret.WorldWalkableRadius = 0.6f;
                    ret.WalkableClimb = (int) Math.Round(ret.WorldWalkableClimb/ret.CellHeight);
                    ret.WalkableHeight = (int) Math.Round(ret.WorldWalkableHeight/ret.CellHeight);
                    ret.WalkableRadius = (int) Math.Round(ret.WorldWalkableRadius/ret.CellSize);
                    ret.MaxEdgeLength = ret.WalkableRadius*8;
                    ret.BorderSize = ret.WalkableRadius + 8;
                    ret.TileWidth = tileVoxelSize;
                    ret.MaxVertsPerPoly = 6;
                    ret.MaxSimplificationError = 1.3f;
                    return ret;
                }
            }
    Last edited by Empted; 10-11-2012 at 12:56 PM.

  4. #4
    Tanaris4's Avatar Contributor Authenticator enabled
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    Thanks changing my CellHeight to 0.3f like yours fixed it.

    Are there any disadvantages to doing this?
    Last edited by Tanaris4; 10-11-2012 at 01:20 PM.
    https://tanaris4.com

  5. #5
    Bananenbrot's Avatar Contributor
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    No, there aren't. It's just a higher resolution regarding your walkable height, which is always rounded up for conservatity (?). This means, in your current configuration you have a walkable height of effectively 2.0f (ceil(~1.7f / 0.4f)*0.4f), while with a cell height of 0.3f it can be reduced to 1.8f.
    However iirc, ~1.7f is too small and Empted's 2.1f is much more likely to fit the walkable height of a Tauren.
    Note that 0.3f is particularly "fitting" for 2.1f.

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