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Final Map KF-Farm

RockMax

Grizzled Veteran
  • Sep 15, 2015
    178
    47
    Czech Republic
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    RockMax;n2299778 said:
    Update ready, but we still can´t fix the pathnodes. I will try to re-create the landscape again.. :(

    Have you tried enabling the "Path Colliding" option on the landscape?

    Alternatively I remember Vamp placing 'fake' floor meshes just a few units underneath the landscape on KF-TaintedGrove to simulate collision and fix pathing. It's shitty work and very time consuming but as a last ditch solution I'm 99.9% sure that would fix it.
     
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    Seanchaoz;n2299932 said:
    Have you tried enabling the "Path Colliding" option on the landscape?

    Alternatively I remember Vamp placing 'fake' floor meshes just a few units underneath the landscape on KF-TaintedGrove to simulate collision and fix pathing. It's ****ty work and very time consuming but as a last ditch solution I'm 99.9% sure that would fix it.

    I´ve converted the terrain to mesh and detached it to 48 parts in 3ds max because if the mesh has more than 3000-4000 verticies ppl start to fall through it under the map to their death. This happened on Afghanistan on Official Landscape so I had to convert the landscape in 3ds max and detach it to 16 parts. Also if you have many path nodes, the arrows will just not work. 2k path nodes is fine but when you have more, you will need to manually disable trader pathing. Almost everything in this update screw up the sdk.
     
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