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Where to find a list of what functions in CK that are broken?! (Auto Navmesh)


Nimboss

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Hi All,

 

I once read a post about what was broken in the beta phase of CK, also seen "some" have been fixed with later releases.

Is there a detailed list/forum/post somewhere that line up what functions in the CK does not work/ are broken?

 

 

For instance I tried a bit at creating new world spaces for FO4, and back in GECK for New Vegas I could use Auto Generate functions for regions with usable results.

It has changed with new functions since then (never got into modding for Skyrim) and currently (with CK 1.8.10.0) seems not working properly, the results is amusing if you like to look at diamond shaped things around cell corners with hundreds of triangles surrounding creating the effect after an Auto Generation. But useless result to use in game.

 

Might be I missed something in the new work flow needed, but I recall a note there was broken things related to nav meshing but can not Google up anything related anymore.

 

 

So again is there somewhere out there on Internet a document telling what works or are broken with CK for Fallout 4?

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At least in GECK for FONV you can use region Auto Navmesh, that was what I used for two new world space resources I put up on nexus. The trick is that the region selection/create tool in GECK is graphically broken, so I created the correct line out coordinates manually with FNVEdit for the region. I heard one can be real fast with manually created navmeshes but these two mods I made the Auto Generation took just some minutes, I think that is hard to beat and the result was still usable (since Auto do makes some stupid conclusions).

I think I do read that Skyrim CK was supposed to get a fix for Auto Generate Navmesh also, but it could have been wishful thinking since I searched for details about FO4 CK about it.

 

So the question is what is broken in FO4 CK? I mean I can spend days testing this Auto Generation for Navmesh, but if someone knows for real this is broken. I can drop even trying since it is a dead end.

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either way...its only going to do one layer...

 

The insides of buildings have to be done by hand...i use it all the time...cell by cell navmesh then each building and finalization manually

 

btw DO NOT do buildings first cause the auto will delete the navmesh...

 

Im talking about this one...not the havok ( the havok will crash your pc on a large object or area ) http://prntscr.com/d5hp1t

 

I just saw what you meant by Auto... i wouldnt use that it doesnt work .

 

What are you trying to navmesh ??

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Well I try to use Auto Navmesh for landscapes, so we talk of square miles of terrain to use it on.

For inside buildings when we talk the scale of square feet I presume it is overkill to use things like Auto Navmesh. And mark my words I have successfully made usable Auto Navmeshed terrains for FONV with GECK. So I want to know if someone successfully used Auto Navmesh with CK for FO4 game for big terrains.

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