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NavMesh


Korodic

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So I created a patrol using linked ref's for a basic look of strength in security. However the navmesh is definitly the issue as when the guards approach doors they mess up with grace... But when I open up the door and push them through they continue their route until the door again. But if I try to extend the triangles that were generated by the navmesh I get errors. Helps?
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Create your own navmesh from scratch. Navmesh generation for interiors is basically useless. Refer to the navmesh tutorial at the GECK homepage for all the details and information you would ever need (almost) for navmeshing.

 

Why can't I just adapt the generated one? Everything else but the doorway is fine. :/

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What happens to me quite often is Navmesh nodes flying high above the ground.

Actually I enjoy navmeshing, ever since reading the tutorial its soo easy and I'm quite fast at it :)

Maybe just delete the nodes around the door and do it again?

 

note that the navmesh actually has to continue through the door.

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Why can't I just adapt the generated one? Everything else but the doorway is fine. :/

 

I would guess, from your description, that the generated navmesh is a mess. If it is, then it may cause more problems later. If it is not, then it shouldn't be giving you errors around a door.

 

Learning the basics of navmeshing would also be helpful down the line, and might improve your understanding of other issues you may encounter.

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Yes, the exact tutorial I mentioned. It is the bible of navmeshing.

I will give it a try and post here should I have any quick questions on it. thanks :)

 

EDIT: When you refer to a navmesh as a "mess" are you stating that it is A. Not shaped correctly or B. having excess and useless triangles that can be better suited with like 2?

Edited by Skibblets
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It could be a bit of both. I usually run a 'simplify' pass on any navmesh I make. Most of the other passes I avoid, except the cover and finalize passes, which you must run. The optimize pass can sometimes be used, especially if you built a big navmesh which you are later 'cutting' objects out of. The cutting process leaves lots of messy artifacts that optimize can fix. On a hand drawn navmesh it just ruins things.
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It could be a bit of both. I usually run a 'simplify' pass on any navmesh I make. Most of the other passes I avoid, except the cover and finalize passes, which you must run. The optimize pass can sometimes be used, especially if you built a big navmesh which you are later 'cutting' objects out of. The cutting process leaves lots of messy artifacts that optimize can fix. On a hand drawn navmesh it just ruins things.

in an unrelated issue, I have a question if your willing to answer dealing with A.I.

 

I'm trying to make my character simply sit down. Is there any generalized package that accomplishes this? I used the default use furniture one, and my NPC refused to sit down at all. So I made my own with a search radius, and still no progress. Is there a furniture package that uses linked ref?....

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