mitzibishi Posted February 21, 2012 Share Posted February 21, 2012 im currently making lots of triangles, but im getting irritated by some of the triangles appearing mid-air and having to lower the axis to the floor manually each time. how can i get new markers to stick to the floor better? also if i have a slight raised bumpy ground does the navmesh have to be perfectly ontop of ground and not under in little places. some places if i raise it the navmesh raises a little higher than the ground in parts, does this mean i will get floating NPCs over certain parts. oh and Spiders, if i have a room with spiders, if i put the navmesh on the walls and ceiling will the climb the cieling and walk allover the room, floors, walls and ceilings? Link to comment Share on other sites More sharing options...
flobalob Posted February 22, 2012 Share Posted February 22, 2012 (edited) The reason that that I usually find that new vertices get placed way above the floor is that the editor is actually placing it on another object (e.g. a light marker) one option is try this . 1) Before navmeshing rotate your render view so that you are looking at your area side view on.2) Bandbox select all objects above midway between the floor level and the ceiling.3) Press "1" twice to cull them from the render window. (if too much stuff disapears, press "1" a third time & try again)4) Navmesh without all the ceiling clutter in the way :D5) When done Press "F5" to bring all the hidden stuff back. I've used this technique in the past to good effect when navmeshing areas with overlapping floors. The navmesh doesn't have to exactly follow the actual floor level as the actors do NOT walk on it they use it as a guide as to where they can walk (or swim if set to water). As far as I know you can't use navmesh to defy the in game gravity, though I haven't tryed it, so spiders are stuck to walking on the ground, and occasionally dropping from the ceiling.. Edited February 22, 2012 by flobalob Link to comment Share on other sites More sharing options...
mitzibishi Posted February 22, 2012 Author Share Posted February 22, 2012 will try, ive got some room sized smoke in there that may be getting in the way. shame about spiders, ill have to learn how to make more spiders drop for effect rather than have them waiting around on the floor Link to comment Share on other sites More sharing options...
CroWhiskey Posted February 22, 2012 Share Posted February 22, 2012 hmm and how about making a bunch of DEAD spiders drop when you enter the room, only to be resurrected when on your way to the room exit, or on the way to the lever used to open the room exit? i think ill try that one now :P a whole bunch of people dont want to play skyrim just because of the spiders. this would make 'em even creepier. Link to comment Share on other sites More sharing options...
mitzibishi Posted February 22, 2012 Author Share Posted February 22, 2012 (edited) got a couple of creepy crawly effects in this dungeon map, used the few (only 4) shadow lights i can use on the map and put moving insects near them so they cast a large shadow on the wall. wish i could have more shadow lights than just four. i thought it was for 1 room but seems like i can only use 4 in the whole map. ive got each section roomed off like in the Bethesda optimisation Tutorial. it doesn optimise much because is still dont get the performance id like from even a roomed off corridor section Edited February 22, 2012 by mitzibishi Link to comment Share on other sites More sharing options...
flobalob Posted February 22, 2012 Share Posted February 22, 2012 hmm and how about making a bunch of DEAD spiders drop when you enter the room, only to be resurrected when on your way to the room exit, or on the way to the lever used to open the room exit? i think ill try that one now :P a whole bunch of people dont want to play skyrim just because of the spiders. this would make 'em even creepier. Actually there is a dungeon with a mage that keeps resurrecting spiders, somewhere near Rorikstead IIRC. Can's remember the name off the top of my head, sorry. Link to comment Share on other sites More sharing options...
Aarondhp24 Posted February 22, 2012 Share Posted February 22, 2012 im currently making lots of triangles, but im getting irritated by some of the triangles appearing mid-air and having to lower the axis to the floor manually each time. how can i get new markers to stick to the floor better? also if i have a slight raised bumpy ground does the navmesh have to be perfectly ontop of ground and not under in little places. some places if i raise it the navmesh raises a little higher than the ground in parts, does this mean i will get floating NPCs over certain parts. oh and Spiders, if i have a room with spiders, if i put the navmesh on the walls and ceiling will the climb the cieling and walk allover the room, floors, walls and ceilings? I've got an easier method for you. Scroll-select the offending arrow and press the "F" key. This by default drops everything to the ground. The reason your points are "floating" is because youre actually clicking on the outsides of wall models or clutter pieces. If you scroll so your camera is inside the room, you shouldn't have this problem. Link to comment Share on other sites More sharing options...
CroWhiskey Posted February 23, 2012 Share Posted February 23, 2012 hmm and how about making a bunch of DEAD spiders drop when you enter the room, only to be resurrected when on your way to the room exit, or on the way to the lever used to open the room exit? i think ill try that one now :P a whole bunch of people dont want to play skyrim just because of the spiders. this would make 'em even creepier. Actually there is a dungeon with a mage that keeps resurrecting spiders, somewhere near Rorikstead IIRC. Can's remember the name off the top of my head, sorry. I know, I cleared it some time ago. That's what gave me the idea actually. But what I meant was making a bunch (10+) of dead spiders fall from the ceiling when you enter the room and when you make sure they're all dead and go for the exit they all resurrect at once. Anyway, this is getting off topic, sorry. @Aarondhp24: hey thanks, I didn't know that. @mitzibishi: try working at the angle of some 30-45 degrees, rather than from the top-down view, it's easier to place the triangles that way unless you're meshing a very cluttered room or nordic small halls (I HATE those wooden planks on top of the sections, they always screw my navmesh up at some point), in which case you'll have to put the cam very close to or inside the room you're meshing. Link to comment Share on other sites More sharing options...
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