cumbrianlad Posted December 1, 2017 Share Posted December 1, 2017 Navmeshing is the root of all evil. Whether you believe in a creator, or you prefer to think that science has all the answers, it makes no difference. Evolution or creation, whichever is right, results in creatures, even down to bacterial level, that can navigate their environment without help. Bacteria! Yep, they know where to go. NPCs... not a chance. And so the concept of navmesh was created... And the lord saw the navmesh and laughed! Boy, how they must have laughed. Fine. I can handle that, I thought. I'm one of those odd people who likes navmeshing... at least as far as interior cells goes. When I step out into the imaginary world of exterior cells, though, I hate navmeshing with a vengeance. Time after time, each node I put down leaps mysteriously up in the air. I have to click away from the mesh and select the offending node, drop its height and press 'F'. If I'm lucky it goes to the terrain and not the water underneath or the tree fifty miles away. Toggling tree selection off makes no difference. Toggling grass off results in the CK giggling at my futile attempts to make navmeshing easier. First node... wrong... never mind, fiddle around and drop it to the terrain. Second node... wrong... never mind, fiddle around and drop it to the terrain. Third node... wrong... ... twentieth node... wrong... Aaargh! I hate CK. I hate modding! The people who invented this system should be lined up and shot! I'm not (normally) a violent man but I'm prepared to make exceptions. Patience is a virtue, sayeth the Lord. Well I say 'Up yours, Lord, your honour, I beg your pardon but you only had to deal with creating a universe... I've got to deal with navmesh and none of your saints would have the patience for that!" Link to comment Share on other sites More sharing options...
Rigmor Posted December 1, 2017 Share Posted December 1, 2017 hover over the cell you want navmeshed (usually the center)select to autogen the cell by "object" once generated,open the full world navmesh properties and optimize the cell for a setting of 512 clean up the cell (ie bits around fence posts etc will need manually optimizing but the whole cell is covered)move nodes to align roads etc so you can make preferred paths (some will need F -ing :smile: ) move on to the next cell rinse and repeat, connect the nodes over the borders ie: align them, find cover edges and finalizemove onto the next cell... welcome to my world of pain Link to comment Share on other sites More sharing options...
ben446 Posted December 2, 2017 Share Posted December 2, 2017 Amen Brother. I hate all navmeshing especially outside. I'm currently working on my first mod, everything went fine, even scripting albeit with some help. but then I had to nav mesh what id done. I used the auto nav mesh function as the previous poster stated, it worked semi ok, but didn't go from room to room or up and down stairs properly. so I looked at some videos giving tutorials on the subject. I then kinda managed to get it acceptable for the interior cells. then I had 7 or 8 exterior cells to do, some went fine most didn't. I persevered for hours. When the final exterior cell was all that was left to nav mesh, the ck crashed. anyway I managed to spend a day and a bit to redo what I had lost with the crash, but now I keep getting an error message stating one of my exterior cells aint done right. ive searched and searched but it looks ok to my untrained eye, so I'm gonna leave it. My biggest issue apart from the exterior nav mesh was the damn ck crashing. I also found that what would work on one triangle would not work on another. Link to comment Share on other sites More sharing options...
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