SKKmods Posted April 14, 2021 Share Posted April 14, 2021 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 ... Link to comment Share on other sites More sharing options...
niston Posted April 15, 2021 Share Posted April 15, 2021 I often use the non-transparent navmesh view because the transparent one confuses the s#*! out of me, especially with multi-level buildings.See https://www.creationkit.com/index.php?title=Navmesh_Cheat_Sheet Link to comment Share on other sites More sharing options...
SKKmods Posted April 15, 2021 Author Share Posted April 15, 2021 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). Link to comment Share on other sites More sharing options...
niston Posted April 15, 2021 Share Posted April 15, 2021 My cat likes cat food. I'll ask him :D Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted April 15, 2021 Share Posted April 15, 2021 My cat likes cat food.They usually do ...And cats have a great sense for which surfaces are "walkable", so I am pretty sure that they would be great at navmeshing ... Link to comment Share on other sites More sharing options...
SKKmods Posted April 15, 2021 Author Share Posted April 15, 2021 I actually have workshop cats which help me find bad navmesh pathing to their idle chow bowls. Lazy buggers wont poop out good navmesh though. Link to comment Share on other sites More sharing options...
DocClox Posted April 15, 2021 Share Posted April 15, 2021 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 Link to comment Share on other sites More sharing options...
pepperman35 Posted April 15, 2021 Share Posted April 15, 2021 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. Link to comment Share on other sites More sharing options...
SKKmods Posted April 15, 2021 Author Share Posted April 15, 2021 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 ? Link to comment Share on other sites More sharing options...
pepperman35 Posted April 15, 2021 Share Posted April 15, 2021 unfortunately not, or at least not to my knowledge. by starting at the bottom and working your way upward, you prevent the navmesh from the upper desk getting in your way. It would be wonderful if navmesh to be assigned to layers Link to comment Share on other sites More sharing options...
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