Navmesh X, Y Collision

05/05/2011 20:31 XchangliiX#16
Quote:
Originally Posted by sjaakie100 View Post
Hmm I have one other question. How can I detect if for example a user or in my test the mouse cursor is inside the forbidden area?

I draw the zone3 at the screen so I have an good view of the whole collision thing. but the zone3 has x1 x2 y1 and y2 which is a line and the square which I tested weren't just 4 of those lines but one lines were a couple of lines attached to eachother so is there some kind of algorithm which can help with this or is it just unkown and does it needs to be reversed from the client?
If you want this for an pixel analyse bot you can forgot it. this is huge thing and insane, better you do this with calculating the way where you can walk like the autowalk bots.
05/05/2011 20:42 sjaakie100#17
Yeah well that's kinda the idea which I want to just check if you're not in the forbidden area bit once you can calulate those things you can also draw it at a window at least I guess so since you calculate which way you have to take or else you collide with a mountain you can do the same thing to draw it at a map.
05/06/2011 12:38 XchangliiX#18
A friends of me made this as a little tool [Only registered and activated users can see links. Click Here To Register...] its amazing left klick start right klick destination and then klick get path, there is still a problem with bridges and town gates he said, the aim is to make also a coordiante script/walk script and then you can use the function for autowalk. my idea is to edit some navmesh parts like bridges and get acces to let the bot find a way, now the biggest problem is making a script with the path
05/10/2011 03:52 Oriya9#19
Quote:
Originally Posted by XchangliiX View Post
A friends of me made this as a little tool [Only registered and activated users can see links. Click Here To Register...] its amazing left klick start right klick destination and then klick get path, there is still a problem with bridges and town gates he said, the aim is to make also a coordiante script/walk script and then you can use the function for autowalk. my idea is to edit some navmesh parts like bridges and get acces to let the bot find a way, now the biggest problem is making a script with the path
Very nice project, the visuals helped with understanding [Only registered and activated users can see links. Click Here To Register...] better.
I ran over Drew's project again and again many times before, but this one gave me perspective on the whole thing by its visuals.
finally, I managed to do something:
[Only registered and activated users can see links. Click Here To Register...]

Drew, as always, things are way easier with you ;)
So.. many thanks to Drew and some thanks to Keinplan (that's his name I guess?) who motivated me to try it :)
08/03/2011 15:02 abd12#20
Ich habe mich vor ein, zwei Jahren mit dem Programmieren eines Private Servers beschäftigt. Obwohl die "großen" Gebiete, wie Skills, Navmesh, (De-)Spawn und das gesamte Dateisystem fertig war, bin ich daran gescheitert, das die neue Version andere Opcodes benutzt und ich somit nicht alle Packets finden konnte. Meine Programm entnimmt den Navmesh , bsr und bms dateien folgende Informationen (über Minimapbild gelegt):
Hotan:
Objekte:
[Only registered and activated users can see links. Click Here To Register...]
zPosition
[Only registered and activated users can see links. Click Here To Register...]

Taklamakan:
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]

Die unterschiedlichen Farben der Linien bedeuten:
blau: nicht übertretbare Grenzlinien,
gelb: Ein- und Ausgänge
Rot: übertretbare Grenzlinien (drunterhergehen)
pink: nicht übertretbare innere Linien
grau: übertretbare innere Linien (von einem Dreieck zum anderen)
schwarz: Geländemäßig nicht übertretbare Grenzenlinien
grün-gelb: Übergangslinie (von einem Objekt zum nächstem)
08/03/2011 16:07 kevin_owner#21
@abd12 nice pictures of the collision but do you also have the caves done like the jangan cave it also has a lot of objects in it.
08/03/2011 16:30 abd12#22
@kevin_owner
Hmm, just found the .dof Files^^ they seem to have a very similar logic like .nvm Files. But it looks like they contains the Entrypath to the object (.bsr) and not an int32 as an Index to the in object.ifo listed objects.

But i stopped working on it. My Server shouldn't even support Caves and was made for lvl 80 cap ;). I just found the old project in my folder and wanted to share my knowledge.

Downhang:
[Only registered and activated users can see links. Click Here To Register...]

The .nvm Files contains terrain, ground Zpos, Object position and an int32 as an index for the objects . While the .bsr contains the entrynames of the bms files and an hitbox to reduce cpuusage. This File stores the vertices, faces and bones and all bottomvectors wich are connected by tre arrays of int16 indeces. The first contains the Triangles, the second contains two index ifor the array of bottomvectors for a line and one other for the linked triangle as an index to the first array and a byte flag which tells us what this Line does like 4 for block and 0 for enter( don't know why it sometimes signed - doesnt matter anyway). The last one contains the link between the Triangles. So it have two indeces for the line and two other for the linked triangles in the first array and a flag which tell us what to do. This is the hole thing... I think .dof files will not be any special, because the contains the .bsr entryname, position and so on.