Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
The "grid" isn't a grid is a compromise. There is no grid, the paths are just a free form navmesh. The "grid" system locks certain path pieces into place. When you attempt to alter its shape it can no longer be counted as part of the fake grid. As that would break the rest of the grid from functioning at all.
You can't have it all.
Free form paths and grids are not compatible ideas.
Simulated guests with individual thoughts, desires, pathfinding, goals, stats, etc and restriction-less navmesh blending also can't co-exist. If the navmesh can be quite literally ANY shape then pathfinding is VERY expensive and more than 100 guests will cripple your computer like 3000 does currently. Paths have to exist on splines and as such, can't just simply join anywhere. Splines have mathematical restrictions. This is what allows so many real guests. This is why JWE with its "improved" path system has fake guests and can't do what PZ does.
(Look up Spline Continuity on youtube)
You just have to deal with it.
This isn't exactly an issue with the barrier or habitat, again, I'm sorry my explanation isn't getting thru but Its really hard to explain with out a video.
The ground path IS on a grid. (4M)
To build an overhead walkway using a grid, it default snaps the height in a 3D 4x4M Grid also. Only SOMETIMES, does the game decide that the path on the second level is permitted to be above the ground path.
This is the issue, it just happens to be that this height restriction/default is also preventing me from placing a habitat door under the walk way, but its the path that's the problem, not the door, because the paths are the common denominator to re create this problem, not the barriers or doors. - Its a sometimes it works, sometimes it doesn't and there is no clear reason why I cant make tunnels under certain paths that this height with out having to redo my designs making them go from 4 to 8 which ruins the look I'm going for and puts the spectators walk way too high above and too far from the animals I am trying to have them view.
Grid building was the only way I could tolerate figuring out how to play the game because free form paths didn't allow me to make anything symmetrical.
That's the problem. This is the price you pay for wanting free form paths AND AI that actually interact with the world. This is why other games have fake AI, paths truly on a grid and no free form ability, or don't even let you estimate anything like a grid at all. There is no grid. Only splines. Splines that CANNOT be perfectly continuous at all points while also maintaining local control. (which isn't even perfectly preserved as it is) They will have imperfections if you attempt to build "grids". The ones you are looking at aren't going to be perfect and the nav mesh you don't see is far worse. There is no technical problem. There is nothing devs can do. its mathematically impossible. And why no other game lets you try.
Don't push the tolerances to near pixel perfect precision. The math required for this game to run on your machine at all isn't capable of that level of accuracy. Its not inconsistent. The same line of code computes tolerances. Its perfectly consistent. But like with all estimations (and floating point calculations) it has an error margin, and you are attempting to operate within it.
Can you stop? You are over explaining something I don't have the ability to comprehend or understand and not providing me with any solution other than "just deal with it"
-I know what I want is possible because I literally did it on another part of my park, and I'm just trying to make the same habitat design in a different area of my park that I made already and I am annoyed that there is no reason why I cant re create the design again. I flatten the ENTIRE map before I build my parks so it should literally be all of the exact same variables as the other build in the other area of the park. This is what I mean about consistency, I should be able to do the same thing twice, if I am doing it under the same circumstances.
- Check if the ground is 100% flat. (make sure any habitat fences, or buildings aren't nearby to prevent terraforming. Flattening the ENTIRE map at once is very error prone. No way its perfect.
- Make sure no habitat gates or guest buildings are affecting the shape of your path
- Make sure when building your staircases you are using the exact same method every time. Is every piece of the path on the "grid". Do you have any 90 degree turns you might have build without the grid? Are the staircases themselves maybe not build on the grid? Is this the same path size as your previous attempts? You might be doing something this time you didn't the other two times.
- Try using the same path texture as before if you aren't.
If none of these work then its you are probably just be building within the error margin of the grid system itself. You can trying shifting the entire path over. Slightly changing the angle of everything until you find a time it works.
Im explaining why you might have to just deal with it. Planet Zoo's guest and path system is a compromise between freedom and performance. With that comes mathematical limitations. And specifically. Estimations. (numbers that are slightly incorrect). Your only solution may very well just be install a mod that removes all clipping/terrain restrictions. But such a thing will introduce its own oddities.