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Navmesh issue


antstubell

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The green chunks are the cell transition points that get created along the cell borders when you finalize the navmesh, but only if the vertexes match up. They function in exactly the same way as the green triangles that you get near load doors (but without the teleport).

 

My guess as to why you couldn't create new vertexes near the door is that your virtual camera was in the wrong cell (based on your viewing angle). You can only edit the navmesh in the cell that the virtual camera is in. For this reason it is usually a good idea to press "T" before entering navmesh mode to ensure that you are looking straight down.

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The green chunks are the cell transition points that get created along the cell borders when you finalize the navmesh, but only if the vertexes match up. They function in exactly the same way as the green triangles that you get near load doors (but without the teleport).

 

My guess as to why you couldn't create new vertexes near the door is that your virtual camera was in the wrong cell (based on your viewing angle). You can only edit the navmesh in the cell that the virtual camera is in. For this reason it is usually a good idea to press "T" before entering navmesh mode to ensure that you are looking straight down.

 

I tried to create a triangle to the door in Top View "T" from existing mesh this is the result....

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Pres "B" to turn on cell borders (a yellow line should appear), I'm willing to bet that one will appear where your navmesh ends. If you pan your virtual camera nearer the door then it will be in the next cell, then you will be able to create a new set of vertexes & trangles.

 

Look at my attached pic, if you look carefully you can see an additional yellow line running between the green blocks, this is the cell boundry.

 

Note: What isn't apparent from my pic is that where you can see a red vertex on the boundry there are actually 2 vertexes overlapping, one in each cell (I created them a bit away from the boundry and then pushed them as far as they would go), thats how you join the cell, navmeshes together accross the surface of the worldmap.

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Pres "B" to turn on cell borders (a yellow line should appear), I'm willing to bet that one will appear where your navmesh ends. If you pan your virtual camera nearer the door then it will be in the next cell, then you will be able to create a new set of vertexes & trangles.

 

Look at my attached pic, if you look carefully you can see an additional yellow line running between the green blocks, this is the cell boundry.

 

Note: What isn't apparent from my pic is that where you can see a red vertex on the boundry there are actually 2 vertexes overlapping, one in each cell (I created them a bit away from the boundry and then pushed them as far as they would go), thats how you join the cell, navmeshes together accross the surface of the worldmap.

 

BRILLIANT! Kudos to you. It is exactly as you said. The navmesh is on the edge of the cell boundry (see attachment). Once I could see the cell boundries I pulled the existing mesh to the edge and made new navmesh on the other side. Follower walks over it flawlessly,

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