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A few questions about NavMesh


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Skyrim LE modder here.

The wiki is under maintanance, and I am not sure I will find answers there, so here we go.

Q1: If I edit Landscape, say, raise the floor (ground) a little bit (to cover the texture gap in the object), do I have to re-generate the LOD?
Q2: How many NavMeshes can be in one Cell (exterior) before there are too many?
Q3: How many drop-downs (portal edges) can be in one Cell (exterior), any limitations?
Q4: What is the performance impact NavMesh, triangles, portal edges have (on my low-end system)?

Edited by Skybroom
synthax correction
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1 hour ago, Skybroom said:

The wiki is under maintanance, and I am not sure I will find answers there, so here we go.

UESP has its own fork of the CK Wiki here: https://ck.uesp.net/wiki/Main_Page.

Otherwise, I'm not sure on your other questions.  While I've made small landscape changes and navmesh edits, I haven't done enough to worry about those issues.  And I'm curious about the answers myself. 🙂

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1) If it's very minor edits, I wouldn't be concerned with LOD. Only major landscape changes that you can notice from a distance require new LOD.

2) Depends on your definition of "Navmeshes". Basically, you should have one, with the definition of Navmesh meaning "a collection of polygons/triangles". How many polygons/triangles of a navmesh can you have? There's no limit, but best practice usually keeps it low.

3) No limit.

4) None.

Further to Aaron's information on the CK wiki re-location, here's the specific Navmesh page.

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13 hours ago, Hanaisse said:

1) If it's very minor edits, I wouldn't be concerned with LOD. Only major landscape changes that you can notice from a distance require new LOD.

2) Depends on your definition of "Navmeshes". Basically, you should have one, with the definition of Navmesh meaning "a collection of polygons/triangles". How many polygons/triangles of a navmesh can you have? There's no limit, but best practice usually keeps it low.

3) No limit.

4) None.

Further to Aaron's information on the CK wiki re-location, here's the specific Navmesh page.

2. I mean Navigation Mesh with ID. There can be a number of those in one Cell.

4. Okay, got you, no impact. But there is a CK function to optimize NavMesh that will reduce the number of triangles, making those triangles bigger... I am used to think of optimization of any type as of something that will make it easier for system to operate the data... Nevermind, no impact is good with me.

Thank you guys for your help and the links to WIKI. I wish there were more tuts, tips and general info on the topic though.

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also worry about the border between cells, they are separate Nav-Meshes, a Nav-Mesh is self contained within a cell, keep it as tight as possible, check with path finding that it works and NPC are not stranded

BTW there heaps of info out there

<query> <type>:<parameter>

Skyrim Nav-Meshing Site:Youtube.com

google that, that called an advanced search using arguments 

EDIT

https://ahrefs.com/blog/google-advanced-search-operators/

https://quickref.me/google-search.html

now you guys know why my google-fu is strong

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17 hours ago, PeterMartyr said:

<query> <type>:<parameter>

Skyrim Nav-Meshing Site:Youtube.com

google that, that called an advanced search using arguments

17 hours ago, PeterMartyr said:

now you guys know why my google-fu is strong

It works on other search engines too, like DuckDuckGo:

Screenshotfrom2024-08-0922-58-58.thumb.png.095eb1286d9f1d543dd2b3069fcc58bb.png

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