enlo Posted June 20, 2011 Share Posted June 20, 2011 there are several ways to do that...one is the UseItemAt Package where you can specify what to use or where to look for Link to comment Share on other sites More sharing options...
Itchi Posted June 21, 2011 Share Posted June 21, 2011 My problem with Navmesh is that my NPC's won't stay within the area designated. Is a bit frustrating. Link to comment Share on other sites More sharing options...
stevie70 Posted June 22, 2011 Share Posted June 22, 2011 My problem with Navmesh is that my NPC's won't stay within the area designated. Is a bit frustrating.have you tried to specifiy the navmesh borders als "wall with no cover" or something...? mostly works for me.or, if this still persits, one possible explanation would be that, if the navmesh is to high above the surface, so the npc's would walk on the next collision plain (== the ground mostly) _below_ it (i just hat really hard times with a really small creature (see my "moles well"-mod) versus a shitty navmesh it kept getting stuck under, and whenever i edited the affected navmesh, geck wouldn't _edit_ the existing one, but would replace it with a new one (you can see that in fnvedit) that crashed the game. still couldn't really figure out what to do about this, but at least i found some workarounds so my creature wouldn't get stuck anymore)or maybe, an other navmesh is still under yours and the npc's are actually walking on that one...? and for the geck-wiki-navmesh-tutorial, yes, that's great for indoors. but with the specific (and much more grave) problems you encounter navmeshing exteriors, it doesn't help much... Link to comment Share on other sites More sharing options...
Itchi Posted June 22, 2011 Share Posted June 22, 2011 My problem with Navmesh is that my NPC's won't stay within the area designated. Is a bit frustrating.have you tried to specifiy the navmesh borders als "wall with no cover" or something...? mostly works for me.or, if this still persits, one possible explanation would be that, if the navmesh is to high above the surface, so the npc's would walk on the next collision plain (== the ground mostly) _below_ it (i just hat really hard times with a really small creature (see my "moles well"-mod) versus a shitty navmesh it kept getting stuck under, and whenever i edited the affected navmesh, geck wouldn't _edit_ the existing one, but would replace it with a new one (you can see that in fnvedit) that crashed the game. still couldn't really figure out what to do about this, but at least i found some workarounds so my creature wouldn't get stuck anymore)or maybe, an other navmesh is still under yours and the npc's are actually walking on that one...? and for the geck-wiki-navmesh-tutorial, yes, that's great for indoors. but with the specific (and much more grave) problems you encounter navmeshing exteriors, it doesn't help much... Two navmeshes on top of one another isn't it, for sure. I do it all by hand. It might be the height issue you mentioned. I'll try lowering it more (if I can without it going under the surface). Thanks for the tips! Link to comment Share on other sites More sharing options...
stevie70 Posted June 23, 2011 Share Posted June 23, 2011 Two navmeshes on top of one another isn't it, for sure. I do it all by hand. It might be the height issue you mentioned. I'll try lowering it more (if I can without it going under the surface). Thanks for the tips!i'm not all sure about that myself, but, in exteriors, i think when in doubt, it's better to have it below than above surface.the reason for this:from what i understand, ground and navmesh are basically the one same thing, which is collision planes.so with a navmesh above ground, if for some reason, a npc gets out of the navmesh (push in an attack, whatever), he'll use the next collision plane, which is the ground, and try to get back on the navmesh. but when he walks there, he has the ground under his feet and the navmesh say, at his knees, so at the next spot the navmesh cuts into the ground, his feet will get stuck between ground and navmesh (causing him to continue running against invisible walls in the middle of nowhere).with navmesh under ground now, he'll walk on the ground above navmesh and sometimes stick his feet in the ground doing that, but hardly ever get stuck anywhere, so this kind of seems to be the lesser of two evils.maybe the trick is to make sure, that at the navmesh borders, there's absolutely no spot where it's above ground, the inner parts wouldn't matter that much then, because the npc can get under it nowhere. but like i said, i'm not too sure about all of that myself, isn't there anybody out there who actually _knows_...? hehe... :-) Link to comment Share on other sites More sharing options...
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