Di0nysys Posted June 10, 2015 Share Posted June 10, 2015 I'm building an abyss-type boss room that is dark on all sides. Want the floor to be a simple collision field. Is it possible to simply place that field and navmesh over it? Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 10, 2015 Share Posted June 10, 2015 You can navmesh anything you like, navmesh basically just tells NPC's where they can walk so if its over a coll box etc ya itl work, it will NOT however auto generate you have to do it manually Link to comment Share on other sites More sharing options...
Di0nysys Posted June 10, 2015 Author Share Posted June 10, 2015 I tried doing this before with a dwemer piece which didn't have collision. Did the navmesh manually but the AI wouldn't recognize it. Held me back a week just trying to get that to work till i had to abandon the idea. Have u gotten it to work before? Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 10, 2015 Share Posted June 10, 2015 ice navmeshes plenty of col boxes and had npc's walk over them so no idea what the issue is with yours, are you using collision boxes? Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 10, 2015 Share Posted June 10, 2015 if you navmesh into oblivion or off a cliff NPCs will walk off to their deaths, they have no idea if the navmesh is valid or not it's ALWAYS valid to them Link to comment Share on other sites More sharing options...
Di0nysys Posted June 10, 2015 Author Share Posted June 10, 2015 I was using a collision surface. The dude would just sit there and not attack even thou the thing was fully navmeshed. Put him on a normal navmeshed dwemer piece, he acted normally. Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 10, 2015 Share Posted June 10, 2015 https://www.youtube.com/watch?v=dMTijlXBSTE Nothing tricky, grabbed a floor tile, created a collision cube off it, expanded it a ways, I did notice you cannot create vertices on a collision surface, needed to put the ground tile back, make my 4 points connect them and drag them to the corners of the coll cube then delete the ground piece after. Otherwise all I did offscreen was hit finalize navmesh save and loaded it in game where he beat my ass Something may be wrong with your AI packages? that was just a standard bad guy Now.. if you know any good tutorials on getting a fricking object skinned to a skeleton in max and exported correctly etc into nifscope, please share! lol trying to make my own necromorphs, failing.. :P prob just tired, gonna go pass out anyway, GL with the ground s#*!, there really isnt anything more than basics to it, navmesh tells a npc where they can go, they dgaf whats under it, if I had put that navmesh and not the col box and left the ground piece that NPC woulda ran at me weapon drawn and fell to oblivion. Link to comment Share on other sites More sharing options...
Di0nysys Posted June 10, 2015 Author Share Posted June 10, 2015 yo thanks for helping out man. I actually found this youtube tutorial. If u got time on your hands, check this out. It goes really in depth explaining how to rig skins, export, import, etc. Its 2 hours thou. Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 11, 2015 Share Posted June 11, 2015 Oh thank christ that should help, f*#@ 2 hours dont care long as it works, I can skip s#*! I dont need lol, just making necromorphs so I don't actually need more than bones moving exact with bones :P Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 11, 2015 Share Posted June 11, 2015 I hate the f*#@ing way the CK and nifs handle s#*! like jesus christ Followed that to a f*#@ing T and I still get my skeleton mesh in game static rigged to the actor skeleton.. fml, tried it 5 diff times, copied his method and export s#*! exactly this makes no f*#@ing sense Link to comment Share on other sites More sharing options...
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