Anikma Posted December 24, 2014 Share Posted December 24, 2014 Merry Christmas everybody, Can someone please tell me the best technique to generate navmesh for an island roughly 1/2 the size of Skyrim? Doing it by hand is out of the question as it would just take way too long and I know from experience that generating Navmesh through the CK results in it been quite messy and sometimes broken. All help is appreciated, and help = kudos! ;) Link to comment Share on other sites More sharing options...
Korodic Posted December 24, 2014 Share Posted December 24, 2014 IMO I'd do it by hand to be thorough. Generation is the only other option I know. Perhaps a mixture between generation and by hand would be best?I'd also like to know of a better solution as I'll be in this situation possibly in the near future. Link to comment Share on other sites More sharing options...
Anikma Posted December 24, 2014 Author Share Posted December 24, 2014 IMO I'd do it by hand to be thorough. Generation is the only other option I know. Perhaps a mixture between generation and by hand would be best? I'd also like to know of a better solution as I'll be in this situation possibly in the near future.Yeah, It is a rather complex and large worldspace so I guess I'll just have to do a generation and then polish it up by hand :/ Link to comment Share on other sites More sharing options...
killerrj8 Posted December 24, 2014 Share Posted December 24, 2014 I had to do it all by hand sadly. Creating it by hand is, for me, way easier than cleaning up all the mess the generation caused. Sadly I don't know any good, efficient way to deal with this either Link to comment Share on other sites More sharing options...
reindeer51 Posted December 24, 2014 Share Posted December 24, 2014 Navmesh is quite a tedious thing to work with. So many methods of making it as well. I think auto-generating is the only option here, given the sheer size of the world you're going to make. Shouldn't be that bad anyway, especially if you aren't planning to add that many actors into the world. Link to comment Share on other sites More sharing options...
Anikma Posted December 24, 2014 Author Share Posted December 24, 2014 Navmesh is quite a tedious thing to work with. So many methods of making it as well. I think auto-generating is the only option here, given the sheer size of the world you're going to make. Shouldn't be that bad anyway, especially if you aren't planning to add that many actors into the world.That's the problem, the worldspace is quite complex with many trees, rock formations, rivers and a considerable amount of wildlife + NPCs. Maybe I'll try generating it through regions, one part at a time. Thank you all for your replies! Link to comment Share on other sites More sharing options...
DDProductions83 Posted December 24, 2014 Share Posted December 24, 2014 Lol I gen it one square at a time but it only takes my comp 5 seconds or so to do it and after 10-20 cells i go back and clean by hand, it really doesnt take a whole massive amount of time, but if you have waaaay too much stuff maybe I can see it being insane Link to comment Share on other sites More sharing options...
Anikma Posted December 26, 2014 Author Share Posted December 26, 2014 Yes, I've determined that the best technique is to run either a object based or finalised havok based generation and then cleaning it up by hand, which doesn't actually take that long. Link to comment Share on other sites More sharing options...
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