jfk wrote:
ah, ok, got it.
But now I have 2 suggestions:
You should scale the guide quad to the complete size of the Level. You can achieve this by parsing all vertices, using TFormPoint to get their real world positions and store both, the min and max of x and z. this complete x*z size will then be used as the guide size. you should also store y Min and Max, and drop the markers from Y max, and (see below) continue dropping them until they are out of Y-min.
Second: Although it is possible to drop Markers on multiple levels/floors now, it cannot be done in one step. You should implement a feature that will
-position a marker when it hits the ground
-continue seeking for the next lower floor until it's out of the meshes Y-minimum.
If both things are implemented, it will be a one-click job, and everything can be automated, including pathfinding etc.
What do you think?
ah, ok, got it.
But now I have 2 suggestions:
You should scale the guide quad to the complete size of the Level. You can achieve this by parsing all vertices, using TFormPoint to get their real world positions and store both, the min and max of x and z. this complete x*z size will then be used as the guide size. you should also store y Min and Max, and drop the markers from Y max, and (see below) continue dropping them until they are out of Y-min.
Second: Although it is possible to drop Markers on multiple levels/floors now, it cannot be done in one step. You should implement a feature that will
-position a marker when it hits the ground
-continue seeking for the next lower floor until it's out of the meshes Y-minimum.
If both things are implemented, it will be a one-click job, and everything can be automated, including pathfinding etc.
What do you think?
I can do it, but, we may have trouble with collision on unseen surface like under ramps etc. I'll see what I can do.