Omegacron Posted August 26, 2019 Share Posted August 26, 2019 When you let the CK generate navmesh automatically, is it really necessary to clean it up afterwards? I mean, sure, there are navmesh triangles on top of tables & such... but will NPCs actually see that as a valid path when moving around? Also, I noticed that the auto-generation doesn't place triangles under rugs. Does this have to be done manually in order for NPCs to walk over the rugs when moving from A to B? Link to comment Share on other sites More sharing options...
maxarturo Posted August 26, 2019 Share Posted August 26, 2019 (edited) " there are navmesh triangles on top of tables & such... but will NPCs actually see that as a valid path when moving around? "- If they are connected to the rest of the NavMesh, YES.- If they are not connected you'll have weird issues with scripts that have " placeatme() " calling an actor, the actor can easily be placed in that isolated NavMesh section. " Does this have to be done manually in order for NPCs to walk over the rugs when moving from A to B? "- Yes, if it doesn't place them at all in that section. Just a TIP : it's 100 times better to do the NavMesh by hand even if takes you longer, this way you'll be sure about the NavMesh actually working correctly on Actors, and define by yourself where and where not actors should act. Edited August 26, 2019 by maxarturo Link to comment Share on other sites More sharing options...
Omegacron Posted August 26, 2019 Author Share Posted August 26, 2019 Just a TIP : it's 100 times better to do the NavMesh by hand even if takes you longer, this way you'll be sure about the NavMesh actually working correctly on Actors, and define by yourself where and where not actors should act. Unfortunately, at this point I'm already stuck with cleaning up the auto-generated ones. One more question, though - when it comes to furniture & crafting stations, how close does the navmesh have to be? Since they use it to get around, I assume the navmesh triangles only have to get them up TO the object in question? Certainly at that point they're smart enough to know the bed they own is a foot away in the same room... right? Link to comment Share on other sites More sharing options...
maxarturo Posted August 26, 2019 Share Posted August 26, 2019 NavMesh needs to be just up to where the " Furniture Marker " is. I on the other hand will always surround the Furniture to avoid issues with mods that adds bigger or smaller custom races. Around from - to each leg of the furniture, NOT beneath it, NEVER beneath it !. Link to comment Share on other sites More sharing options...
thumbincubation Posted August 26, 2019 Share Posted August 26, 2019 Depending on the size of the project, you might well spend more time and experience more frustration, trying to clean it up, than you would just to kill it and freehand it. I tend toward making walkways, rather than navmeshing every inch of the floor. If I'm dealing with an 8' by 20' hallway, the navmesh may be 6 x 18, just to keep them away from the walls. It seems to help stop them from treadmilling against walls and furniture. As Maxarturo said, you only need to get the blue square for furniture and they can use it. Link to comment Share on other sites More sharing options...
c0ax599 Posted August 26, 2019 Share Posted August 26, 2019 (edited) All sounds like good advice to me. I have gone thru my first navmesh experience including some exterior. As far as furniture, from what ive read, just under the entry/exit markers. Rugs? Should be auto navmeshed. I did my whole house on auto, but i cleaned it up a lot, and since learned to go by hand a lot easier. example: Not a great shot but i wanted to get some overall view.. Edited August 26, 2019 by c0ax599 Link to comment Share on other sites More sharing options...
maxarturo Posted August 26, 2019 Share Posted August 26, 2019 (edited) c0ax599 For a home mod it is well made, from what i can actually see in your screenshots. But, if you are going to make a dungeon or a cell where enemies will be placed, somewhere where combat will occur, then your NavMesh should be closer to the walls, basically exactly where the floor meets the wall, so that the " Find Cover Edges " will be correctly made ( essential for followers and npcs to use cover in combat ). * Small TIP : after finishing your NavMesh always run " Check Navesh " for errors, if errors are been discover, then navigate to each of them and delete > re built. In NavMesh press " Find Triangle " and then the first button " Chack NavMesh ". To navigate to errors press button " Next Warning ". Edited August 27, 2019 by maxarturo Link to comment Share on other sites More sharing options...
c0ax599 Posted August 27, 2019 Share Posted August 27, 2019 (edited) Dude, appreciate advice! But, when i run check, i see this. What do I need to do?Not sure if that shows error or not.. So ambiguoius... I'm afraid to run Optimizations, cause it wipes out entrances/exits to stairslotta work.... Edited August 27, 2019 by c0ax599 Link to comment Share on other sites More sharing options...
maxarturo Posted August 27, 2019 Share Posted August 27, 2019 Click in NavMesh Tab the 11th square button from right to left, named " Find Triangle ".I already wrote you a detailed TIP in my last post. * The button you pressed is for checking the " Path " from point A to B, checks if the NavMesh is actually usable for npcs to walk from A to B. Link to comment Share on other sites More sharing options...
Evangela Posted August 29, 2019 Share Posted August 29, 2019 I navmesh everything by hand for dungeons, but for world spaces obviously generation is the way to go or you will be freehanding for years. Link to comment Share on other sites More sharing options...
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