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Again, a question about navmesh.


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I am also new, and this is actually a dang good question. I know it's easy to create conflict if you delete anything that was already placed, so what I did is try to use Nav Cut boxes. I placed the boxes over the points of navmesh that don't make since, then I manually created my own navmesh on my object which I connected back to the original navmesh.

 

From my experience, make sure the boxes truly cover any navmesh under the object, or else you will get issues like you or your partner spawning through the object. This is simply because teleportation is handled by selecting the nearest navmesh point to place the actor on.

 

I hope this helps, but if there is better advice I also would like to know for sure.

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you can remove the vanila navmesh under option, and recast a default 1, but you still have to check the hole navmesh for errors), its a tricky thing navmesh, depending what you remove and how much, adjusting is maybe easyer then removing/casting new

 

a lil sample a hole flat cell will do fine with recast, but recasting on a cell with buildings stairs is not so good idea, most of the time recast f*#@ up stairs and put navmesh on roofs

result npc's end up on the roofs :laugh:

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you can remove the vanila navmesh under option, and recast a default 1, but you still have to check the hole navmesh for errors), its a tricky thing navmesh, depending what you remove and how much, adjusting is maybe easyer then removing/casting new

 

a lil sample a hole flat cell will do fine with recast, but recasting on a cell with buildings stairs is not so good idea, most of the time recast f*** up stairs and put navmesh on roofs

result npc's end up on the roofs :laugh:

then i think i will have to redo the whole navmesh because i plan on revamping all of the sanctuary island, and adjusting the navmesh will take a lot more time than creating a new one. thank you both

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I always remove all navmesh from areas that I am working on. Never chose the recast option as it is very messy and it always leads to more work than its worth. Just remember to always finalize the navmesh by hitting the check mark in the NM window or in the NM dropdown menu at the top. Also when you hit the edge of a cell try to use a flat surface to cross into the next cell on. When you spin around butt the next triangle up to the edge from the other side and finalize again. You will get a bright green line when they are connected.

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