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Having trouble with a custom navmesh


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Yes, most of the problems I have with the GECK stem from not being optimised or even capable of the standard functionality expected of software intended to work on a 21st-century game.

 

It's not outdated, it's vintage. A Howard family tradition. Ahaha

 

How are you keeping the triangle count low? Are you using separate pieces that are close together or just being more careful about where you add your verts? I'm a little afraid that this problem will come back, but let me know how you do.

 

After looking over the Goodsprings navmesh as much as I have, I'd say there's enough evidence to suggest they generated it and said job well done before thoroughly inspecting it. There are lots of disconnected fragments, overlapping triangles, areas with an unusually high concentration of verts, and cutouts for objects that aren't in the final game. Fixing these problems whenever I come across them, along with careful vert placement, really cuts down on unnecessary complexity!

 

Hmmm hmmm did you not look at the navmesh on that file (goodsprings) the triangles are large ?

 

Navmesh is an artwork ... and I would have to say ... you have that flare punchbattle :wink:

 

Thank you!! :D

 

I'm done working on the town, the surrounding hills, and just finishing up the cemetery. After I finish Goodsprings Source, I'll probably publish it and release updates with every new town I complete!

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Awesome !

 

As a side mention with the preferred pathing if you still want to use it towards better duck and cover.

Instead of just following roads for usual non combat traffic. Think along the lines of setting up preferred pathing from one cover location to the next , given a heading direction that the combat would be facing.

 

If that is possible to account for the most probable scenario anyways ? Otherwise ... what that is meant for , just may not work without to many ill side effects. Ergo best not even utilized.

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