Mmaps Information: Difference between revisions

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(Created page with "mmaps what are mmaps: mmaps is short for movement maps... this is the handling of creature pathfinding and pathing. for more info: [navmesh](http://code.google.com/p/recast...")
 
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mmaps
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what are mmaps:
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mmaps is short for movement maps...


this is the handling of creature pathfinding and pathing.
| __TOC__
for more info: [navmesh](http://code.google.com/p/recastnavigation/) and [CritterAI](http://critterai.org/cainav/home)


what this means in simple terms is it stops mobs and creatures from going through the walls,
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and sticking to los (line of sight - collision maps).
== MMaps Information ==
<p>
This page contains information on MMaps which are now included in the Skyfire Core
<br></p>


=== What are MMaps? ===
<p>
*The Term '''"MMaps"''' is an abbreviation for "'''M'''ovement '''M'''aps."
**'''Movement Maps''' essentially handle movement of creature path-finding and paths on a particular map.
</p>


videos are for demonstration purpose only.
=== What does all this mean? ===
<p>
In simple terms, this will prevent creatures and npcs from passing through the map (I.E. running through a hill, a tree, or a wall).
</p>
<ol>


1. [video example 1](http://www.youtube.com/embed/saTz9W-G2oU)
==== How? ====
*MMaps load individual tiles for individual areas of each map. By doing so, it forces the creature movement on the maps to obey a set of rules.
*By establishing these "rules", it prevents creatures from passing through these "tiles", which creates the effect of creatures understanding their environmental surroundings.
*This also enforces LOS (Line of Site) when a creature is in combat.
As you can see, this is a very important addition to the Skyfire Core, as it enhances many aspects of overall game-play.
</ol>


2. [video example 2](http://www.youtube.com/embed/xRtC36MqeIo)
=== Need Proof? ===
<p>
(These videos are for demonstration purpose only)
*[http://www.youtube.com/embed/saTz9W-G2oU Example 1]
*[http://www.youtube.com/embed/xRtC36MqeIo Example 2]
*[http://www.youtube.com/embed/dC5-PD7KtRo Example with Playerbots]
*[http://www.youtube.com/embed/tCBau-YZNXE Example with mmaps <u>Disabled</u>]
*[http://www.youtube.com/embed/4ACPlj5ZkYQ Example with mmaps <u>Enabled</u>]
</p>


3. [video example with playerbots (NYI)](http://www.youtube.com/embed/dC5-PD7KtRo)
=== Still don't understand? ===
For more information, see: [http://code.google.com/p/recastnavigation Navmesh] and [http://critterai.org/cainav/home CritterAI]


4. [video example with mmaps disabled](http://www.youtube.com/embed/tCBau-YZNXE)
[[Category:Development]]
 
5. [video example with mmaps enabled](http://www.youtube.com/embed/4ACPlj5ZkYQ)
 
 
 
How extract mmaps. (mmaps2 branch)
* after you have everything built extract maps and dbc's the same as you always have.
 
* extract the vmaps and assemble as you always have. (save the Buildings dir this will be used later)
 
* in you BIN dir (server directory) *data/ dir (directory holding your maps and dbcs)
copy mmaps_extractor to this location,
 
* add the libmysql/ace.dll to *data dir. ( it is needed for mmaps_extractor to run)
 
* create an empty folder named mmaps. (this is where all generated mmaps tiles will go)
 
* now move everything from inside buildings directory into your vmaps folder...(*data/vmaps)
and run the mmaps_extractor...
 
* last step the easiest of all, just kick back with a movie, and wait til it finishes.
 
(Note: for some depending on your machine, this could be a very long wait).

Revision as of 16:13, 6 May 2012

MMaps Information

This page contains information on MMaps which are now included in the Skyfire Core

What are MMaps?

  • The Term "MMaps" is an abbreviation for "Movement Maps."
    • Movement Maps essentially handle movement of creature path-finding and paths on a particular map.

What does all this mean?

In simple terms, this will prevent creatures and npcs from passing through the map (I.E. running through a hill, a tree, or a wall).

    How?

    • MMaps load individual tiles for individual areas of each map. By doing so, it forces the creature movement on the maps to obey a set of rules.
    • By establishing these "rules", it prevents creatures from passing through these "tiles", which creates the effect of creatures understanding their environmental surroundings.
    • This also enforces LOS (Line of Site) when a creature is in combat.

    As you can see, this is a very important addition to the Skyfire Core, as it enhances many aspects of overall game-play.

Need Proof?

(These videos are for demonstration purpose only)

Still don't understand?

For more information, see: Navmesh and CritterAI