How to set a walkable path in landscape image?
brus
Member Posts: 944
I've made a 3d landscape in 2d perspective. How to set a curve which tells in what direction player can go in game?
Does it have connection with CPU path tracking?
Does it have connection with CPU path tracking?
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@argent77 @Cuv @CoM_Solaufein
Walkable paths, obstacles as well as footstep sounds for various ground types are defined by a simple color-coded bitmap in 16-colors BMP format. Each palette index has a special meaning. You can find an overview on IESDP. The bitmap/map size ratio is 1/16 horizontally and 1/12 vertically, so, for example, a search map of 128x128 pixels can cover a TIS map of 2048x1536 pixels. The filename of the search map is always the ARE filename plus "SR" suffix.
The game engine automatically calculates the path finding nodes based on the search map. There isn't much you can do to tweak the pathfinding process. Afaik, IWD:EE contains the file AREANODE.2DA, which can be used to modify the pathfinding precision of creatures on the map, but I don't know if it's supported in BG2:EE.
You'll also need a height map and a light map (or two light maps if you're using separate day and night maps) of the same size as the search bitmap. Their BMP filename suffixes are "HT" and "LM" (or "LN" for night maps) respectively.
To get an idea how search maps are connected to areas, you can start up Near Infinity, select a map (e.g. AR0046.ARE in BG2) and open it in the area viewer by clicking on the "View Area" button. There you can activate the search map overlay ("Display search map" checkbox on the right control bar).
http://www.simpilot.net/~sc/dltcep/index.htm