g2mXagent Posted August 4, 2016 Share Posted August 4, 2016 in CK, when you Duplicate object, there is no NavMesh. you must re-create NavMesh again. I wonder if there are ways to copy NavMesh to new object ? Link to comment Share on other sites More sharing options...
Ethreon Posted August 4, 2016 Share Posted August 4, 2016 Not that I'm aware of . You do have auto-generation options though, tried using them? They're quite useful, specially for larger objects. Link to comment Share on other sites More sharing options...
g2mXagent Posted August 7, 2016 Author Share Posted August 7, 2016 Not that I'm aware of . You do have auto-generation options though, tried using them? They're quite useful, specially for larger objects. NavMesh -> Generation -> havok-based Generation ? why crash almost every time ... Link to comment Share on other sites More sharing options...
Ethreon Posted August 7, 2016 Share Posted August 7, 2016 Don't use it on small objects. and it's probably better to have single collision body. Link to comment Share on other sites More sharing options...
radiumskull Posted August 7, 2016 Share Posted August 7, 2016 (edited) @g2mXagent If you're duplicating wall geometry and expecting the navmesh to follow along, it won't. That's not really how it works. Navmesh is a separate animal from the world objects. You should save navmeshing for the end, as in the original Skyrim tutorials: http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Navmesh I've had good results with Recast Based generation to get started. Once I got used to the hand-creation tools, it was actually a lot faster than I thought. For small object collisions in the middle of the navmesh, using L-NAVCUT primitives seems like a much better solution. Edited August 7, 2016 by radiumskull Link to comment Share on other sites More sharing options...
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