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What is your experience with creating new navmeshes ? Is it really very difficult ?


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Posted

This is for bethesda all the same: learn it by using the bethesda-guide videos (18+) on youtube. That way you can learn that in a professional and fast way.

Navmeshes are indeed a downside of game-creation and I guess this is a typical creation-engine-downside. Other moderner games may not need that anymore. Incredible work and also not a serious way for such an simple result. Comparable with  use of HAVOK/physics/animation-system, which is far too difficult and too complex for the most content and  mostly simple few results of most games, which use that.

 

Navmeshing can be made very fast and exact as soon you handle the functions intuitive by the function-keys-this needs some hours of intensive practising. The automated function is not in quality and it is not "intelligent".

Posted

Difficult? No. Annoying? Yes.

 

The main issue I have with navmeshing is that the vertices do not move where the mouse cursor is, they somehow managed to mess up the code for that. Typically I do not even bother moving vertices if they get placed in the wrong place, I delete them and place a new one, it really is that frustrating. There's other bugs as well, such as vertices moving around as you're Ctrl clicking to create the mesh, for this I just hit undo (Ctrl+Z) and do it again. This vertex shifing bug hits every 5 or so vertices so it's by no means rare, this gets annoying real quick when you're doing a large space.

 

There's automated tools within the CK for automatically generating navmeshes. I usually start with these then clean it up afterwards. Especially if I'm doing a large space. The main issue with these tools is that they tend to put navmeshes on the roofs of buildings, on top of beds and crates etc. etc. Depending on the space you're working on, there may be a lot of cleaning to do.

 

Some notes I have regarding navmeshing:

 

1)  Create 3 vertices (right click).

2)  Select all 3 and press A to create a triangle.

3)  With 2 vertices selected of an existing triangle, hold Ctrl while right
    clicking to quickly create the next triangle.

 

When you're Ctrl clicking creating the navmesh, you can hit tab to switch between the triangle edges.

 

F works for moving vertices down to the floor.

Posted
49 minutes ago, traison said:

 

Some notes I have regarding navmeshing:

 

1)  Create 3 vertices (right click).

2)  Select all 3 and press A to create a triangle.

3)  With 2 vertices selected of an existing triangle, hold Ctrl while right
    clicking to quickly create the next triangle.

 

When you're Ctrl clicking creating the navmesh, you can hit tab to switch between the triangle edges.

 

F works for moving vertices down to the floor.

 

Thanks. I am creating navmeshes for a large mostly empty exterior area with only some small clutter items in it like some iron pot and storage chest.

 

When i spawned some hostile npc there, they just stood at the place they were pawned at, and could not move around at all. Could this issue be fixed by creating navmeshes for that entire area ?

Posted
8 minutes ago, Tinxi said:

Could this issue be fixed by creating navmeshes for that entire area ?

 

AI obviously isn't going to move if it has no info about where it can move.

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