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Navmeshing multiple Z level floors


SKKmods

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Is there a cunning trick to manually navmeshing multi level buildings to stop grabbing tris on the wrong level ?

 

Even with a flat pitch camera angle, the middle of floors are driving me insane.

 

I trust there is an undocumented navmesh layer switching management system ...

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So I guess there are no "hide unconnected navmesh" or "hide navmesh over N delta Z" functions I'm missing out on :sad:

 

Plan X - make each floor a seperate cell. Ha !

 

Plan Y get someone to do the navmesh for cat food (totally EULA compliant offer).

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So I guess there are no "hide unconnected navmesh" or "hide navmesh over N delta Z" functions I'm missing out on :sad:

 

 

Select a tri in the mesh you want to hide, "F" to flood fill all connected tris, and then "H" to hide them.

 

Worked for Skyrim anyway, no idea if it does for Fo4 - the hotkey cheatsheet doesn't seem to appear on the fallout version of the CK wiki

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I typically put each building in a separate layer, which each floor then being a child layer. That allows me to turn floor on and off as needed. Hide all layers except the ground floor, navmesh, including the stair going to the 2nd floor. Then unhide the 2nd floor, navmesh it. Wash, rinse, repeat. You can always test along the way to ensure pathing befor proceeding.

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Whilst I use layers extensivley for my content, navmesh on a layer objects does not disappear when I disable that layer's objects.

 

Should navmesh attached to stuff disappear in navmesh view when its object layer is disabled ?

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