jcdenton2012 Posted March 30, 2015 Share Posted March 30, 2015 I've been getting a rather large project completed for New Vegas over the past few weeks, namely by completing the time consuming obnoxious navmeshing required for the worldcells. Thus my problem. I've run into two issues and require some advice. 1) The GECK is deleting my navmeshing. I've pretty much built 3 major US cities and am in the process of navmeshing them. This has led to one major issue. Whenever I navmesh all the cells for one city, and move on to another city, the GECK starts to auto delete all the navmeshing for the cells that I've just completed. If I had to guess, there is some sort of soft cap on error triangles that the GECK can process before it says "screw it" and starts to delete all the triangles. 2) The GECK absolutely refuses to acknowledge any and all handpainted navmeshes, and I'll be damned if I'm using auto-generate... again... Yes, I've tried using "Select Triangle by Index" to pull up the error triangles, but after going through the process of approving all the "errors" I just get called out on the exact same ones again when I save after finishing. I really need help with this!! The work is mostly done!! Literally, despite a few Manhattan cells... that the GECK deleted, all the navmeshing IS DONE!! Link to comment Share on other sites More sharing options...
Fallout2AM Posted March 30, 2015 Share Posted March 30, 2015 (edited) My GECK deletes navmesh when it has serious issues (when it's not navmeshes correctly). When it doesn't manage to erase the errors, I have CTDs instead.The cap of navmesh is about 2000 triangles per single cell. In the past I started suffering some slowdowns when working, after about 1500 triangles Edited March 30, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
jcdenton2012 Posted March 31, 2015 Author Share Posted March 31, 2015 I managed to cut down on the auto-delete by separating out the larger project by city. However, the GECK still refuses to accept hand painted navmeshing... which has nothing wrong with it. Link to comment Share on other sites More sharing options...
Fallout2AM Posted March 31, 2015 Share Posted March 31, 2015 want to send me the esp so I can make a try? no assets, just the esp, no matter if I'll have some exclamation marks... Link to comment Share on other sites More sharing options...
RoyBatterian Posted April 1, 2015 Share Posted April 1, 2015 jcdenton: You have to figure out why the triangles are giving an error and fix it or they will never go away and your navmesh can never be finalized properly. Also you don't have to navmesh every nook and cranny, just the areas where you want NPCs and creatures to be able to navigate. There's a limit on tri's yes and there is also a limit on how large a tri can be but I'm not entirely sure what that value is. You can have more than 2000 but GECK will complain and the game will slow down a lot as NPC's try to navigate the mesh.If you're doing an exterior navmesh it takes a bit of planning to the get the edges to line up and still keep the tri-count down. Fallout 3 is a good example on how to make proper navmeshes, the ones in NV are often dreadful and have no preferred pathing, drop points or even cover edges.I can look at stuff for you too if you like, shoot me a message. Link to comment Share on other sites More sharing options...
jcdenton2012 Posted April 1, 2015 Author Share Posted April 1, 2015 Now that the severe weather front in my area has passed and the outside does not appear like "War of the Worlds" with all the lightening, I can properly respond. I placed an offsite download here: http://www.mediafire.com/download/73ul8luq8yq28l8/San+Francisco.zip for those who want to see the first of the numerous cities. Denver will be ready in 3 more days, and then I will spend an entire week on Manhattan. LOD and navmeshing are both important, but more so with navmeshing. Oh, and this is the finalized design for San Francisco, I won't be adding anymore stuff to it. Requires all Main Story DLC and Speedy's Resource Kit... and you'll know why when you plug it in. Link to comment Share on other sites More sharing options...
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