Take a look at these screenshots of the same area of terrain. The first two are from within the editor, showing the placement grid as well as painted pathing. The third is from in-game.
So, uh, what the fuck is going on?
edit: Solved it by checking Ignore Doodad Footprint on that doodad hanging off the cliff. Still not sure why the editor's pathing grid would show up differently than the game's.
On a related note anyone else notice that when you check Ignore Doodad Footprint the editor's pathing grid still shows it as blocking pathing, while in-game it doesn't? This is driving me crazy.
This situation can also happen with bridge doodads that you have shrunken to use as archways or whatever. They keep their original footprint no matter the scale. Simply turn it off and paint pathing on your own.
Footprints aren't actual pathing, but they still block areas - hence why you always need to turn the doodad footprint of in cases like these, especially if you grab a big doodad and turn it into something small; without turning the footprint off, there'll be a huge invisible wall around your object.
Footprints aren't actual pathing, but they still block areas - hence why you always need to turn the doodad footprint of in cases like these, especially if you grab a big doodad and turn it into something small; without turning the footprint off, there'll be a huge invisible wall around your object.
I understand that but I'm talking about the editor's placement grid display, not its painted pathing display. Clearly a different algorithm is used to determine the placement grid in the editor than in the actual game which leads to discrepancies like the one I posted.
I guess I said pathing grid when I should have said placement grid in the OP.
edit: Can a mod move this thread to the bug report forum?
Take a look at these screenshots of the same area of terrain. The first two are from within the editor, showing the placement grid as well as painted pathing. The third is from in-game.
So, uh, what the fuck is going on?
edit: Solved it by checking Ignore Doodad Footprint on that doodad hanging off the cliff. Still not sure why the editor's pathing grid would show up differently than the game's.
On a related note anyone else notice that when you check Ignore Doodad Footprint the editor's pathing grid still shows it as blocking pathing, while in-game it doesn't? This is driving me crazy.
@RileyStarcraft: Go
This situation can also happen with bridge doodads that you have shrunken to use as archways or whatever. They keep their original footprint no matter the scale. Simply turn it off and paint pathing on your own.
Footprints aren't actual pathing, but they still block areas - hence why you always need to turn the doodad footprint of in cases like these, especially if you grab a big doodad and turn it into something small; without turning the footprint off, there'll be a huge invisible wall around your object.
I understand that but I'm talking about the editor's placement grid display, not its painted pathing display. Clearly a different algorithm is used to determine the placement grid in the editor than in the actual game which leads to discrepancies like the one I posted.
I guess I said pathing grid when I should have said placement grid in the OP.
edit: Can a mod move this thread to the bug report forum?