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Regional Navmeshing


ashtonlp101

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Hello all,

 

Was hoping I could get some advice about regional navmeshing. I did a little test demo using JCDenton's regional navmesh settings which worked out pretty well, the only issue is that the navmeshing generator seems to be completely idiotic and generates navmeshes through fences, on the roofs of buildings, through walls, etc. Is this just something that needs to be hand fixed, or is there an even more efficient way to fix these navmeshing issues? I have a lot of time to sort this out since my world space isn't close to finished yet, but I'd like to have it figured out before I get to the navmeshing. Thanks.

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If by "regional navmeshing" you are referring to the auto navmesh generation option in the region editor, don't ever use it. It is by far the buggiest thing in the entire GECK. It can't handle SCOLs. It will occasionally lock up on you with a pop-up that says "Get Jean!" that continually pops up no matter how many time you try to make it go away (the only way out is to use the task manager to kill the GECK at that point). I have also had it navmesh OUTSIDE of the region that it was supposed to navmesh instead of inside where it was supposed to. If it screws up, it also tends to destroy the entire navmesh for your worldspace. It would be really nice if it worked, since otherwise your only option is to navmesh cell by cell, but unfortunately the regional navmesh generator just doesn't work.

 

Don't ever use it.

 

The best way that I have found to do navmeshing is to go cell by cell and use the regular navmesh toolbar, which is a royal pain in the backside if you have a large worldspace. Using Height Map Only Generation Mode seems to work pretty well.

 

It is going to generate navmeshes through fences and on top of roofs, which you need to hand fix. If you don't use Height Map Only Generation Mode it tends to not navmesh across roads, so apparently the GECK thinks that roads can't be walked on but fences can be walked through (stupid GECK).

 

In case you are wondering, Jean is apparently the pathing coder for the GECK, and the "Get Jean!" is a debug message that was never supposed to be in the final version of the GECK. That should give you an idea of how buggy this part of the GECK is.

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You can automatically generate navmeshes for cells from the navmesh toolbar (it's the question icons to the right of the check mark to finalize the navmesh). You don't necessarily have to hand navmesh everything.

 

Based on the navmeshes that are in the game, I think Obsidian hand navmeshed all of the interior cells. All of the automatic tools do an absolutely horrible job on interior cells and the interior navmeshes are all nice and tight.

 

For exterior cells, I strongly suspect that Obsidian used the navmesh toolbar to automatically generate navmeshes for cells, then went back by hand and cleaned up any mistakes that the navmesh tool made. You can tell that they used the automatic navmesh tool because it tends to make certain types of mistakes and some of those mistakes are still present in the game.

 

Maybe JCDenton does things differently than I do, but I personally found the regional navmesh tool to be more trouble than it's worth. I did get it to correctly navmesh a worldspace region once, but it was a very simple landscape.

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  • 2 years later...

I have found if you do heightmap navmeshing, coupled with alt clicking the rock landmasses you use, then going into your autogeneration settings and change the height restrictions for vertical navmeshes to around 25 to 30 degress, it skips out on going through fencing, retaining walls, and over cars; while keeping your rubble piles, some stairs, and general map height generatable. It leaves me with very little to clean up and lets me do the meshes much faster than just hand navmeshing it in a large world. The auto generation isnt bad if you only do heightmaps, but you have to have a specific set of rules for the generation to work with placed landmasses and the like. Let me know if this helps out.

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