Re: Recast / Detour -
07-07-2015
Hmm that's going to be a little tricky as the flag appears to be set in the edict_t, but navmesh generation happens before that, reading the vertices and entity data directly from the BSP. At this point there is no flag for the entity, just a classname, origin, some rendering info and a pointer into the models array for its bounding box (which is what I read out).
I may need to read in func_illusionary entities, then use off-mesh connections to basically rejoin the broken paths for illusionary objects that allow movement (such as the curtains in cs_747).
Bah!
EDIT: On second thoughts, the engine must know to set that flag from the BSP data so I just need to figure out how it determines whether to set it or not. Time to hit the HLSDK!
Last edited by Neoptolemus; 07-07-2015 at 13:27..
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