Retsam Posted October 9, 2023 Share Posted October 9, 2023 When I inspect a vanilla concrete wall, like WorkshopConcreteWall01, I see a NiNode labled c_Wall01NavCut. This node has bhkNPCollisionObject that, if I'm viewing it correctly, envelopes the majority of the wall object. It looks like it might not include the upper 10% or so. This is a separate node from something labeled like c_WorkshopConcreteWall01 which does envelope the entire wall and contains what I assume to be the standard wall collision / material physics for this object.This specific example is on a solid wall, not a wall with a doorway or window.The thing I am asking is if the c_Wall01NavCut is something like 'anti-navmesh'. In other words, does the game have the concept of removing a navmesh based on object placement? If we take an object, like a wall, and place on top of navmeshed area, like the ground or a floor, it does seem like it would be efficient for the game engine to know to not even try to calculate the navmesh if something is blocking it - but I don't know if that is a thing or not.The thing that lead me to this line of thinking is I have observed, with some of my custom walls, toons attempting to go through them. The walls have collision so they can't go through, but they will stand in place and walk into the wall. Looks like one of those wind-up robot toys walking into a wall. I have seen this same behavior with the vanilla stairs with handrails- the toons try to walk off the stairs at an angle. The handrail collision prevents them from doing so but the AI behavior is as if it is not aware of the handrail when it is generating its path. The end result is a traffic jam of toons trying to walk off the stairs at an angle half-way down.Is there the concept of preemptively telling the AI pathing engine to exclude an area from pathing calculations? Link to comment Share on other sites More sharing options...
hereami Posted October 10, 2023 Share Posted October 10, 2023 (edited) https://www.creationkit.com/index.php?title=NAVCUT By the way, do concrete foundation blocks have such? Looks like no, pity. Edited October 10, 2023 by hereami Link to comment Share on other sites More sharing options...
Retsam Posted October 10, 2023 Author Share Posted October 10, 2023 That's exactly what I was asking. TYVM. Looks like my assumption was correct.I make my collision the poor man's way: in NifSkope with Export/Import Obj.I'll have to figure out the 'how', but this sounds like something I need to back-track and add to all my models. Yeesh. I have a lot.As for foundations - that will depend on what I learn about how this works. I think it is doable (and I should). The vanilla wall I looked at has that navcut collision area, that area does not go all the way to the top.The assumption being it is used to remove AI pathing where the wall is at floor level, but does not extend all the way up so as to not interfere with pathing on levels above the wall.The same logic could be applied to foundation blocks. Some folks will want to use them to make big walls, so the lower part should have a navcut, but the upper part no so it can be used as a floor.I'd also like to try to add this to the stairs and see if that solves the traffic jams I keep seeing on (and under) them.Thanks for that link. I have a lot of re-work to do now. Link to comment Share on other sites More sharing options...
hereami Posted October 10, 2023 Share Posted October 10, 2023 Ok then :) Probably, others would advise something more. Link to comment Share on other sites More sharing options...
niston Posted October 12, 2023 Share Posted October 12, 2023 https://ck.uesp.net/wiki/NAVCUT Link to comment Share on other sites More sharing options...
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