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Pyronium3
25th Oct 2011, 8:09 AM
Hey,

I've come across a lot of talk about Bridgeport being laggy for more than one reason. One of those reasons are holes in the routing paint.

The talk is that NPCs get stuck in there.. But I was wondering: Does that mean NPCs can spawn anywhere on the map where there's available routing? Has this been proven in personal accounts? Have people actually seen NPCs being stuck in those areas?

If yes, then there's something I'm concerned about.

http://img40.imageshack.us/img40/6829/routingproblem.jpg

In the above picture you can see there's a routing point that is not connected to the others. This is because it's in the middle of 3 trees (Flora layer is off). It's practically not a hole in the routing paint, but it does seem to mean the same thing.

Just wondering if that would cause problems then?

Thanks!

StarboardParoxysm
25th Oct 2011, 9:00 AM
Yes, I think you'd want to close that hole up. People have experienced NPCs spawning in areas where there are holes in Bridgeport. And even when there are not NPCs spawning there, the presence of a routing hole/spot seems to cause issues with the processing of the routing system, which means lag.

Pyronium3
25th Oct 2011, 9:14 AM
Yes, I think you'd want to close that hole up. People have experienced NPCs spawning in areas where there are holes in Bridgeport. And even when there are not NPCs spawning there, the presence of a routing hole/spot seems to cause issues with the processing of the routing system, which means lag.

Thank you!

I've had a feeling that leaving those gaps wasn't a good idea, I'll fix them :)

ellacharmed
25th Oct 2011, 3:49 PM
I would normally confirm via the wireframe view.
The ones with green arrows - definitely correct these - holes and disjointed lines.
The ones with yellow arrows - usually after confirming it turns out to be terrain has not been smoothed (smoothen? sp?) properly and the lines are submerged.

And the picture, ladies and gentlemen and all Pet Lovers worldwide, is an area of Appaloosa Plains! :) Rejoice!

http://www.modyourpanties.com/hosting/31109_111025122022routing-wireframe2.gif

StarboardParoxysm
25th Oct 2011, 3:53 PM
My surprise runneth over. No... really... :rolleyes: Well that would explain why Appaloosa runs like deep fried ass.

porphyria259
25th Oct 2011, 7:07 PM
I would normally confirm via the wireframe view.
The ones with green arrows - definitely correct these - holes and disjointed lines.
The ones with yellow arrows - usually after confirming it turns out to be terrain has not been smoothed (smoothen? sp?) properly and the lines are submerged.

And the picture, ladies and gentlemen and all Pet Lovers worldwide, is an area of Appaloosa Plains! :) Rejoice!

http://www.modyourpanties.com/hosting/31109_111025122022routing-wireframe2.gif

So the yellow arrows are routing issues as well? I'd read about resolving the issues with those green arrows but nothing about broken lines. I only ask because my world has lots of hills that I'd like my sims to explore and there are points where it breaks like that inside the perimeter of the routeable area.

Jasumi
25th Oct 2011, 10:05 PM
I've noticed that sims can usually route over them (yellow line areas), but their feet are somewhat submerged in the terrain while walking across it...

ellacharmed
26th Oct 2011, 5:57 AM
So the yellow arrows are routing issues as well? Not really, you just get weird animations. Like Jasumi said, they cause your Sims to sink (or float) when routing over submerged lines. The routing lines need to be above ground and visible, Armiel explains it all in 439329.

porphyria259
26th Oct 2011, 6:33 AM
Not really, you just get weird animations. Like Jasumi said, they cause your Sims to sink (or float) when routing over submerged lines. The routing lines need to be above ground and visible, Armiel explains it all in 439329.

Oh....that makes sense. I'm off to check out that thread. Thanks for Info!