Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#622069 26/09/17 09:27 PM
Joined: Sep 2017
R
Rekuul Offline OP
stranger
OP Offline
stranger
R
Joined: Sep 2017
Hi all,

I'm new to the Divinity Engine but have experience with various SDKs and coding. I am having what seems like a pretty basic issue that I can't figure out.

When I create a new map in the Divinity Engine 2 and select the "Copy" map option I get a new map that doesnt work like the one I copied. The original map allows me to use "Switch game/editor" to load into the level and test it out. When I use the same "Switch game/editor" button in the copied version of the map the screen is completely black (with only the UI/HUD being displayed).

How do I fix this?

Joined: Jul 2014
R
apprentice
Offline
apprentice
R
Joined: Jul 2014
To make it work, you need to regenerate the AI grid so the characters have some place to stand. It's in one of the tools up top. Note that the AI grid that is autogenerated may not be the same as the original level so players might be able to walk places they shouldn't. Not sure if it's a bug or an engine limitation that this stuff doesn't get copied over.

Joined: Sep 2017
R
Rekuul Offline OP
stranger
OP Offline
stranger
R
Joined: Sep 2017
Thanks a ton for the quick reply. Generating the AI grid worked great. I would guess Larian has done some customization of the AI grid for each of their maps that doesn't get replicated when they get regenerated. That's okay though, I'll muddle my way through it... certainly won't be the first time I've beat my head against an AI pathing wall :).

... Though hopefully a wild tutorial will appear sooner than later.

Joined: Sep 2017
R
Rekuul Offline OP
stranger
OP Offline
stranger
R
Joined: Sep 2017
In the spirit of giving back I've spent a good bit of time tinkering with AI pathing. The AI pathing algorithm assumes that every bit of terrain space is walkable UNLESS that terrain is blocked by an object that has walk through and walk on set to false (there may be exceptions to this but this seems at least generally true). You can use the AI Grid Panel -> Paint Movement tool to manually paint any terrain that you don't want characters to walk on; which is probably what Larian has done with their maps and what makes regenerating the AI pathing give a different result when you copy.

Overall painting pathing seems *very* easy in the tool so I don't know that the copy issue really needs a fix. It would be a nice QOL improvement, but definitely not a 'must have'.


Moderated by  Larian_KVN 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5