Riven1978 Posted February 27, 2011 Share Posted February 27, 2011 Hey there I have run into a Navmesh Question for you Guru's out there :laugh: I don't remember these from Fallout 3, but then again I never had to deal much with external Navigation. My first question would be what are the Bright green "Grid" lines called ( I am assuming they help bridge the gap between exterior "cells"). My second question is what is/would be the best way to MAKE them? What happened is I had to move a rock cliff around a placement of a house, so i had to redo the Navmesh, now I want it to kinda look like the rock on the upper right hand side where there is the Green line, then the Rock (the house i placed), then some more Green Line, and finnally the Larger rock in the corner (the new placement of the Cliff). I kinda figured it would do it once i Finalized the cell but nothing popped up as an option that i could see (or decipher). Thank you for any help offered. http://oi52.tinypic.com/334848l.jpg Link to comment Share on other sites More sharing options...
davidlallen Posted February 27, 2011 Share Posted February 27, 2011 The green lines (I call them grid boundaries) do represent the navmesh connections between the grid squares. Navmesh is used for pathfinding, and the grid boundaries are used for the same thing. If an NPC needs to find a path from one grid square to another, they will only cross along the green lines. So, if a green line was completely missing between two squares, then the NPC would have to detour into another square altogether in order to find a path. If your green lines are only missing, where the terrain is impassible anyway, then AFAIK this is OK. I have not been successful in editing navmesh to *create* green lines. You should have a navmesh vertex on the border in one grid square, and then a navmesh vertex at the same x,y,z in the other grid square. When you finalize the navmesh (the checkmark button) then the green line "should" appear. However, I have never been able to get this to happen. I am careful to only "move" the existing vertex green points, and only when absolutely necessary. I try to never delete them or the triangles they touch. That means I try to avoid placing many buildings, rocks, etc at all, and only towards the middle of grid squares. Perhaps I am over cautious; if anybody else knows more, please help us out. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted February 27, 2011 Share Posted February 27, 2011 They are made automatically around the cell borders. To connect your navmesh across cells, line up the vertices as close as you can, then when you finalize they should join. Link to comment Share on other sites More sharing options...
Riven1978 Posted February 27, 2011 Author Share Posted February 27, 2011 (edited) Thank you davidallen for the explanation that is what i figured they did but now that assumption is confirmed :) I did not delete any vertices, all i did when i said i had to "redo" the navmesh is that i had to actually expand the navmesh where there was none. I also have not been successful in having them automatically pop up when finalizing the cell :) although i may not have been exactly on the grid line. So i guess my next question would be is there a simple way to visualize the actual cell perimeter to ensure that i am placing them exactly on the edge? Actually looking at the right hand side of the picture i posted the vanilla navmesh doesn't seem to be perfect either since there seems to be a minuscule gap between them.... so why is it not making them for me haha WTH am i doing wrong :no: Edited February 27, 2011 by Riven1978 Link to comment Share on other sites More sharing options...
davidlallen Posted February 27, 2011 Share Posted February 27, 2011 If you use the "b" key in the render window, then the grid boundaries will show as dashed lines. However, as I said I have never gotten new green navmesh boundary segments to appear. Anybody? Link to comment Share on other sites More sharing options...
Riven1978 Posted February 27, 2011 Author Share Posted February 27, 2011 (edited) >.< I just did 8) **EDIT**not sure if it might help you but make sure there are the exact same amount of verts along the one edge as there are on the other? i just place a vertex at each spot the other cel had one and hit finalize and they popped up :) that is what i was doing wrong Edited February 27, 2011 by Riven1978 Link to comment Share on other sites More sharing options...
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