Andyno Posted March 23, 2020 Share Posted March 23, 2020 (edited) 1. When turning on the navmesh, some movable statics disappear in the render window (for example CarSedan04, CarStationWagon01). I "fixed" this by hitting M (markers), but it doesn't make any sense, since cars aren't markers, right? :ohmy:2. I simply cannot select any vertice/edge/triangle while I'm in the "stardard" view mode. I have to choose either "on top" mode or "navmesh only" mode. Both GECKs for previous games didn't have such problem. Does anybody have such problems, or am I something missing? Edited March 23, 2020 by Andyno Link to comment Share on other sites More sharing options...
thousande Posted March 23, 2020 Share Posted March 23, 2020 Not sure about 1. Maybe something "special" if it is the exploding ones. Check the form / configuration, maybe. Selecting navmesh objects can be a bit tricky in my experience too. It is a combination of the implementation and 'how my day is' kind of thing, I think. Make sure vertice/edge/triangle selection is turned on in the navmesh tool/floater.Sometimes it helps adjusting the camera angle/position etc. Try different angles until the object is selected. Link to comment Share on other sites More sharing options...
MissingMeshTV Posted March 23, 2020 Share Posted March 23, 2020 Movable statics disappearing in navmesh mode seems to be a normal "feature." Because why would you need to see them while navmeshing? In these cases, I'll toggle the F4 key before entering navmesh mode to show collisions on items in the render window. Then when the movable statics disappear in navmesh mode, the collision outline is still there to use as a guide to set up the navmeshing around those items. Link to comment Share on other sites More sharing options...
DiodeLadder Posted March 23, 2020 Share Posted March 23, 2020 (edited) I think some of these movable statics have navcuts built-in. (Navcut punches a hole in navmesh dynamically in game.) https://www.creationkit.com/fallout4/index.php?title=MovableStatic The part of interest is the "Obstacle" flag - when this is checked, the game engine would apply the navcut included in the object. Which makes sense, because these things can move around and block actors otherwise. So when this flag is checked, you can create navmesh as if the object doesn't exist, and the game engine will take care of the navcuts in game. As for #2, the mysterious sinking nature of unclickable navmesh (lol), this happens to me after some time had passed after the CK was opened. Restarting CK fixes it, but I've been using the "on top" mode most of the time. Really annoying. :sad: Edited March 23, 2020 by DiodeLadder Link to comment Share on other sites More sharing options...
Andyno Posted March 24, 2020 Author Share Posted March 24, 2020 thousande:Trucks, for example, are explodable movable statics too, and they don't disappear. Probably because they don't have that "obstacle" flag checked (as DiodeLadder mentioned). RedRocketTV:Thanks for the F4 tip! DiodeLadder:You're right - I tried to navmesh something after several hours of other work in CK. Restarting the CK fixed the problem, even though it's not actually a real fix. It's quite an irony that there're several new features in this editor, but also several new bugs that didn't exist in old GECKs. Thanks for help, guys! :thumbsup: Link to comment Share on other sites More sharing options...
MissingMeshTV Posted March 24, 2020 Share Posted March 24, 2020 DiodeLadder: That's some good info on the navcuts. Thanks for sharing that. It would seem that at least for me, some navcuts don't seem to work as well as others, such as the gravel wall barriers for example. Before I started using the "F4 to show collision" trick, companions would get stuck on them during testing as they disappear during navmeshing and I totally forgot they were there so I navmeshed right through them. That's when I started using the collision as a guide. Or, maybe companion AI is just too impaired to detect those navcuts. Naw, it could never be that. Link to comment Share on other sites More sharing options...
DiodeLadder Posted March 25, 2020 Share Posted March 25, 2020 Ahhh, I just knew something would have to be screwy somewhere to make it not as straightforward, lol. :turned: Thank you very much for the warning, RedRocketTV. Also, now I think about it, I wonder if the "cover" mechanics for these obstacle flagged movable statics work at all? Cover indicators are baked into navmesh, so unless the navcut also creates cover marking by itself, I'd suppose the NPCs won't hide behind them. I'm going to have to test this. Link to comment Share on other sites More sharing options...
Andyno Posted March 26, 2020 Author Share Posted March 26, 2020 Can someone please tell me, what these errors mean: PATHFINDING: <CURRENT> NAVM '' (07235F32) Navmesh 07235f32 Cell 'Wilderness' (0700D584) (-2, -1) in WorldSpace 'Zone' (07004C50), Triangle 302 Edge 1 and Triangle 95 Edge 0 should be linked, but they are not. PATHFINDING: <CURRENT> NAVM '' (07242EDF) Navmesh 07242edf Cell 'Wilderness' (0700D5A4) (1, 1) in WorldSpace 'Zone' (07004C50) and Navmesh 07242edb Cell 'Wilderness' (0700D5AE) (2, 1) in WorldSpace 'Zone' (07004C50) have at least one edge in common but are not connected. Are the navmeshes Finalized? I suppose it has to do something with this: As you can see on the picture, the cells are probably not properly connected, because there're some white and blue edges at the cell borders. I suppose they should be yellow. Also notice small yellow edges at the side of all gravestones. Did someone had this problem?BTW, the cells are, of course, not finalized. I'm planning to use "Finalize WorldSpace" command when I finish all cells, which won't be probably this year though... :laugh: Link to comment Share on other sites More sharing options...
thousande Posted March 28, 2020 Share Posted March 28, 2020 You can finalize navmesh at the cell level. Make sure you are in the cell (don't remember, top or bottom of the render window tells what cell you are in) To finalize a cell, see the button with a checkmark in the navmesh floater. I guess there is an option in the menu too. Also, you can use the navmesh/find tool to check for some errors during design time. https://www.creationkit.com/index.php?title=Navmesh_Toolbar It may be an idea to always use the finalize cell, then check with the find tool before rounding of a navmesh session. Link to comment Share on other sites More sharing options...
pndr Posted March 29, 2020 Share Posted March 29, 2020 Can someone please tell me, what these errors mean: PATHFINDING: <CURRENT> NAVM '' (07235F32) Navmesh 07235f32 Cell 'Wilderness' (0700D584) (-2, -1) in WorldSpace 'Zone' (07004C50), Triangle 302 Edge 1 and Triangle 95 Edge 0 should be linked, but they are not. PATHFINDING: <CURRENT> NAVM '' (07242EDF) Navmesh 07242edf Cell 'Wilderness' (0700D5A4) (1, 1) in WorldSpace 'Zone' (07004C50) and Navmesh 07242edb Cell 'Wilderness' (0700D5AE) (2, 1) in WorldSpace 'Zone' (07004C50) have at least one edge in common but are not connected. Are the navmeshes Finalized? I suppose it has to do something with this: As you can see on the picture, the cells are probably not properly connected, because there're some white and blue edges at the cell borders. I suppose they should be yellow. Also notice small yellow edges at the side of all gravestones. Did someone had this problem?BTW, the cells are, of course, not finalized. I'm planning to use "Finalize WorldSpace" command when I finish all cells, which won't be probably this year though... :laugh:I think you might have a triangle that isn't properly connected. Sometimes I get one that is connected by two points but their edges aren't merged together Link to comment Share on other sites More sharing options...
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