Fallout2AM Posted October 19, 2014 Share Posted October 19, 2014 The real issue, though, is that there's no way (that I know of) to connect these islands. Even if they're placed next to each other, I don't believe the AI is able to jump from one to the other. They have to be part of the same nav-mesh for them to be able to connect and you can't enable/disable parts of a nav-mesh, only whole nav-meshes. I figure them not as islands but as a single navmesh, where you disable certain triangles. Just like the rivet city bridge. Even because it's the same with the dungeon walls themselves: you already have a big dungeon where you disable some parts and enable other ones. Well, same for navmesh. Link to comment Share on other sites More sharing options...
Ladez Posted October 19, 2014 Share Posted October 19, 2014 That might be true, but all I want is a dungeon that are more alive and where you can intreact with it, Like either you can repair the elevator to get to the next floor, or blow a hole in the wall Or go thru where there are lost of rads' I want a dungeon that gives me alt ways to "clear it". Everthing doesnt have to be super "randomized" and advance. just more then "go to a room clear a bunch of enemies then loot.." I misunderstood, sorry. So you want new dungeons with multiple ways of clearing them? I figure them not as islands but as a single navmesh, where you disable certain triangles. Just like the rivet city bridge. Even because it's the same with the dungeon walls themselves: you already have a big dungeon where you disable some parts and enable other ones. Well, same for navmesh. Like I said, you can't disable individual triangles, only the whole nav-mesh. I'm quite sure that, in the case of the Rivet City bridge, the nav-mesh for the entire cell is swapped out with a version that has the bridge nav-meshed. Don't have FO3 installed, so I can't confirm Link to comment Share on other sites More sharing options...
blaze1514 Posted October 19, 2014 Share Posted October 19, 2014 (edited) That might be true, but all I want is a dungeon that are more alive and where you can intreact with it, Like either you can repair the elevator to get to the next floor, or blow a hole in the wall Or go thru where there are lost of rads' I want a dungeon that gives me alt ways to "clear it". Everthing doesnt have to be super "randomized" and advance. just more then "go to a room clear a bunch of enemies then loot.." I misunderstood, sorry. So you want new dungeons with multiple ways of clearing them? I figure them not as islands but as a single navmesh, where you disable certain triangles. Just like the rivet city bridge. Even because it's the same with the dungeon walls themselves: you already have a big dungeon where you disable some parts and enable other ones. Well, same for navmesh. Like I said, you can't disable individual triangles, only the whole nav-mesh. I'm quite sure that, in the case of the Rivet City bridge, the nav-mesh for the entire cell is swapped out with a version that has the bridge nav-meshed. Don't have FO3 installed, so I can't confirm Right I seem to have misunderstood as well, You want an interactive environment (electrifying enemies standing in water, turning off a vent system to suffocate them, having alternate paths and crawlspaces, etc...)I feel that FO3 did this better than FNV did as a whole, However a dungeon like this could defiantly be done. I think that you should make a new thread with a clearer title ("Interactive Dungeon" or something), if only because this thread was doing so well assuming that we were trying to make an old fashioned Randomizing MMO style dungeon (basically the topic is going strong, don't kill it. Just make a new thread talking more clearly about your original thoughts). On the topic of a namesh, if we did a randomized dungeon, then having enemies confined to certain areas isn't bad (in fact many MMO's do it on purpose in their dungeons.If we make the individual islands (or peaces, as I will now call them) big enough it wouldn't matter Lets say we make each piece about the size of one level of the Repcon Rocket Facility's basement, or the about the size of one level in the project purity's basement, then we fit four to six of them together... we have a random dungeon.Note: I call the areas "pieces" because the dungeon would be like a puzzle made of many pieces that fit together)My problem is that I cannot think of a way to get the doors or openings that might not have have void behind them (because of the randomizing) to be inaccessible and not just open normally. Edited October 19, 2014 by blaze1514 Link to comment Share on other sites More sharing options...
Fallout2AM Posted October 20, 2014 Share Posted October 20, 2014 Like I said, you can't disable individual triangles, only the whole nav-mesh. I'm quite sure that, in the case of the Rivet City bridge, the nav-mesh for the entire cell is swapped out with a version that has the bridge nav-meshed. Don't have FO3 installed, so I can't confirm You create separate portions of the same navmesh. Link to comment Share on other sites More sharing options...
Ladez Posted October 20, 2014 Share Posted October 20, 2014 You create separate portions of the same navmesh. I stand corrected. Link to comment Share on other sites More sharing options...
Ryuukage0101 Posted October 20, 2014 Author Share Posted October 20, 2014 I could make the the whole dungeon BUT! I would need someone with Scripting skills, because I suck at that :( Link to comment Share on other sites More sharing options...
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