zprospero Posted March 2, 2010 Author Share Posted March 2, 2010 Well, it is one of those things that if you do it well then no one will ever notice. You never see comments on the uploads threads about "What great pathgridding!" But if it's wrong you'll get a ton of comments about how bad it is. Link to comment Share on other sites More sharing options...
ub3rman123 Posted March 2, 2010 Share Posted March 2, 2010 I wonder how the Oblivion devs put up with pathgridding every single cell. THey must've had a program of some sort. Or a temp. Link to comment Share on other sites More sharing options...
zprospero Posted March 2, 2010 Author Share Posted March 2, 2010 Well, there is a CS function called "Path Grid Generation" but it crashes every time I've tried to use it. Link to comment Share on other sites More sharing options...
Argomirr Posted March 2, 2010 Share Posted March 2, 2010 Huh. Never had any problems with that, but pathgrid generation only works in exteriors so it isn't as useful as it should be. And even for exteriors you'll have to edit some bits yourself. FO3 NavMesh system is quite an improvement, really. Link to comment Share on other sites More sharing options...
ub3rman123 Posted March 2, 2010 Share Posted March 2, 2010 Yeah, at least there's some semblance of pathgrid generation for exteriors. What's the navmesh for FO3? I've not modded extensively for it; it never gave me any creative ideas for building. Anyone know any Nocturnal-based books I can use in these rooms? All I've known are Purloined Shadow and.. That's actually all. Link to comment Share on other sites More sharing options...
Argomirr Posted March 2, 2010 Share Posted March 2, 2010 NavMeshes replace Oblivion's pathgrid system. They're basically triangular boxes that tell NPC where they can walk. NavMeshing is more efficient, but it's also gotten more complicated. :P I'm not much of a Fallout modder either though. GECK keeps crashing so I can't mod... Link to comment Share on other sites More sharing options...
Pronam Posted March 2, 2010 Share Posted March 2, 2010 Navmeshing became a job. Actually to zprospero's comment...now people really appreciate 'the navmesher'. It's quite some work. It's like you've got to draw the floor yourself lol. Link to comment Share on other sites More sharing options...
ub3rman123 Posted March 2, 2010 Share Posted March 2, 2010 Is it any better than the mindless 'click-right-click' of pathgridding while figuring out a more efficient way to do it in your head? Link to comment Share on other sites More sharing options...
Pronam Posted March 2, 2010 Share Posted March 2, 2010 It's way better, in results. It's worse in working, it's a lot more work. Yet the reward is that you won't have troubles as that the pathgrid system gave..meaning not obeying packages on npcs when changing vanilla landscapes or just strange walks in general. You basically can say...'''It's safe to walk here, you don't have to walk along the exact nodes, just get here in any fancy way..oh and watch out for that little rock over there'.' In oblivion the npc would just walk over a rock or get 'stuck' at stairs/rocks if it was working against you enough. But lets get back on topic :). How are things faring? Link to comment Share on other sites More sharing options...
ub3rman123 Posted March 2, 2010 Share Posted March 2, 2010 Almost done here. I just need to clutter up the admin nocturnal's quarters, then I'll hand the pathgridding and lighting over to Zprospero, and Kieran said he'd enjoy doing Nocturnal's quarters. Oh, and I have to do the throne room, but I cannae do that 'til L33 gets finished. Link to comment Share on other sites More sharing options...
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