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[DiscordArchive] upset titan?

[DiscordArchive] upset titan?

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rektbyfaith
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06-30-2025, 08:34 PM
#31
Archived author: jackpoz • Posted: 2025-06-30T20:34:33.474000+00:00
Original source

we shouldn't raycast at all, we should spawn npcs, get the poly, then keep track of on which poly the npc is by following the paths with connected polys
rektbyfaith
06-30-2025, 08:34 PM #31

Archived author: jackpoz • Posted: 2025-06-30T20:34:33.474000+00:00
Original source

we shouldn't raycast at all, we should spawn npcs, get the poly, then keep track of on which poly the npc is by following the paths with connected polys

rektbyfaith
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06-30-2025, 08:34 PM
#32
Archived author: Telegrill • Posted: 2025-06-30T20:34:42.611000+00:00
Original source

maybe, but a great amount of hiccup cases could be solved with standard maintainability
rektbyfaith
06-30-2025, 08:34 PM #32

Archived author: Telegrill • Posted: 2025-06-30T20:34:42.611000+00:00
Original source

maybe, but a great amount of hiccup cases could be solved with standard maintainability

rektbyfaith
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06-30-2025, 08:34 PM
#33
Archived author: jackpoz • Posted: 2025-06-30T20:34:47.662000+00:00
Original source

that will make it impossible for an npc to pick the ceiling
rektbyfaith
06-30-2025, 08:34 PM #33

Archived author: jackpoz • Posted: 2025-06-30T20:34:47.662000+00:00
Original source

that will make it impossible for an npc to pick the ceiling

rektbyfaith
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06-30-2025, 08:35 PM
#34
Archived author: Telegrill • Posted: 2025-06-30T20:35:15.616000+00:00
Original source

talking about multi-poly pathings, i had a demo for pathfinding to work on walkable gameobjects
rektbyfaith
06-30-2025, 08:35 PM #34

Archived author: Telegrill • Posted: 2025-06-30T20:35:15.616000+00:00
Original source

talking about multi-poly pathings, i had a demo for pathfinding to work on walkable gameobjects

rektbyfaith
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06-30-2025, 08:35 PM
#35
Archived author: Telegrill • Posted: 2025-06-30T20:35:59.669000+00:00
Original source

it was mostly stable, the problem is the way I generated and filled those gameobject models was not ideal
rektbyfaith
06-30-2025, 08:35 PM #35

Archived author: Telegrill • Posted: 2025-06-30T20:35:59.669000+00:00
Original source

it was mostly stable, the problem is the way I generated and filled those gameobject models was not ideal

rektbyfaith
Administrator
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06-30-2025, 08:36 PM
#36
Archived author: Telegrill • Posted: 2025-06-30T20:36:41.447000+00:00
Original source

it's best to generate them just like we do when we extract maps as a whole
rektbyfaith
06-30-2025, 08:36 PM #36

Archived author: Telegrill • Posted: 2025-06-30T20:36:41.447000+00:00
Original source

it's best to generate them just like we do when we extract maps as a whole

rektbyfaith
Administrator
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06-30-2025, 08:37 PM
#37
Archived author: Telegrill • Posted: 2025-06-30T20:37:55.523000+00:00
Original source

hardest part was trying to connect a poly A that wasn't connected to poly C during runtime (say a bridged was summoned in the middle of nowhere to connect both)
rektbyfaith
06-30-2025, 08:37 PM #37

Archived author: Telegrill • Posted: 2025-06-30T20:37:55.523000+00:00
Original source

hardest part was trying to connect a poly A that wasn't connected to poly C during runtime (say a bridged was summoned in the middle of nowhere to connect both)

rektbyfaith
Administrator
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06-30-2025, 08:39 PM
#38
Archived author: Telegrill • Posted: 2025-06-30T20:39:48.831000+00:00
Original source

well and resource manipulation since it required a dynamic navmesh on top of the generic one that was bound only to the specific map instance
rektbyfaith
06-30-2025, 08:39 PM #38

Archived author: Telegrill • Posted: 2025-06-30T20:39:48.831000+00:00
Original source

well and resource manipulation since it required a dynamic navmesh on top of the generic one that was bound only to the specific map instance

rektbyfaith
Administrator
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06-30-2025, 08:40 PM
#39
Archived author: Telegrill • Posted: 2025-06-30T20:40:32.234000+00:00
Original source

(so it wouldn't affect anyone else in case of a different phase, visibility or id for instanced maps)
rektbyfaith
06-30-2025, 08:40 PM #39

Archived author: Telegrill • Posted: 2025-06-30T20:40:32.234000+00:00
Original source

(so it wouldn't affect anyone else in case of a different phase, visibility or id for instanced maps)

rektbyfaith
Administrator
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06-30-2025, 08:44 PM
#40
Archived author: jackpoz • Posted: 2025-06-30T20:44:45.433000+00:00
Original source

you can get away with areas and flags for static cases like bridges
rektbyfaith
06-30-2025, 08:44 PM #40

Archived author: jackpoz • Posted: 2025-06-30T20:44:45.433000+00:00
Original source

you can get away with areas and flags for static cases like bridges

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