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Exterior world cell navmeshing question.

navmesh exterior boundary divider cell

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#11
kingbeast88

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Update: Apparently there is a check cover edges button which needs to be pressed before pressing finalize in all cells affected. So as long as you have no warnings, and have your nodes z axis lined up close with your triangle edges touching each other. This will most of the time create a new green line for you (apparently it is called a cell boundary line) and not having means npc's will not cross from one cell boundary to the next without that green line even if the navmesh triangles are touching.

 

I have found you can occasionally create this line where no boundary was before using only finalize, but this doesn't seem to be the case when you delete them or make edits that remove the green line. At least for me. So hope that helps if anyone else comes here wondering. This is still very much a pain as the vanilla cell boundaries tend to mess up easily when you edit anything near them. And sometimes your finalize navmesh seems to become undone when you save sometimes :mad:


Edited by kingbeast88, 18 January 2018 - 11:22 PM.


#12
dubiousintent

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Thanks for that feedback.  Interesting thread, the meat of which has been added to the wiki "Getting started creating mods using GECK" article as a tip under the "Navmeshing" section.  Do let me know if you see any adjustments that need making.

 

-Dubious-



#13
EPDGaffney

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Well, I didn't see it in there when I looked, so I apologise if it is somewhere on your page, but you can just lift a navmesh's vertex a bit up (hold Z to lock it to the vertical, or Z, axis) to make sure it's above the ground, and then hit F like any other object to snap it to the first piece of collision that's directly below the vertex.

 

Also, if you're used to 3D modelling or UV-mapping, you probably won't have any problems with flipped normals on a navmesh when moving verts, as it's pretty obvious.  But I don't want to assume that everyone would notice it; I just suppose I would have it known that if you pay attention, there are certainly indications that you have flipped your faces when navmeshing.  Unfortunately, I don't remember what they are and can't check just now.


Edited by EPDGaffney, 19 January 2018 - 12:54 AM.


#14
Mktavish

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 but you can just lift a navmesh's vertex a bit up (hold Z to lock it to the vertical, or Z, axis) to make sure it's above the ground, and then hit F like any other object to snap it to the first piece of collision that's directly below the vertex.

 

Exactly  ... not understanding why there would be a problem if you were doing this.

 

But like the OP mentioned about draw cover ... had there been some already in that cell ... ya would need to check that again.



#15
dubiousintent

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Thanks for the info.  Updated.

 

-Dubious-



#16
EPDGaffney

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I don't know if this crosses the line into patronising a reader but all that seems to be left is to make sure they check their navmesh work from all different angles to be certain it really is the shape they think it is, and I do have a specific situation in mind, which is that whilst you can use that F trick as with other objects, you have to watch out that you don't drop your vertex onto a piece of nigh invisible light and assume it's on the ground when it isn't.  As with other objects.



#17
dubiousintent

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I don't think it's patronizing.  That's the sort of reminder people need to watch out for.  It's so easy to loose track of other things when focused on a problem.  Updated.

 

-Dubious-







Also tagged with one or more of these keywords: navmesh, exterior, boundary, divider, cell

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