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Dnamro Navmeshing script v3
Dnamro
post Oct 8 2017, 01:52 PM
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This is menu based version much improved version of the navmeshing script provided by DICE. This one tool combines the functions that 4 scripts were previously needed.

Version 3.3:

https://drive.google.com/open?id=1dwaGqTJ9h...i2cTD78PjhEUph6

If you are installing for the first time, these are all new files, so there is nothing to replace or overwrite. Otherwise, just overwrite the old files.

It includes a basic PDF tutorial.

Website tutoral is here: http://classic-battlefield-modding.wikia.c...ing_the_Navmesh

Dnamro's Navmesh Tool
Ver 3.3 4 Nov 2017

This tool replaces and expands on the DICE tools to generate navmeshes.
The included guide, "Generating the Navmesh.pdf" provides instructions on
using this tool for navmeshing.

Note: Once I get all the features added, I will implement many of the manual checks as automated checks integrated into the process and then update the tutorial.

Features:
- Menu based tool to automate many of the processes.
- Allows a map selection from a list of maps in the mod folder.
- The create navmesh process will move the GTSdata files from the map to the
navmesh work area.
- Fix Navmesh process will clean the infantry.obj or vehicle.obj files after
editing during the Fix navmesh process. This fixes most obj file export issues from
Blender and 3dsmax and includes creating a standard materials.mtl and setting up the obj
file with the appropriate line in the file.
- Fix Navmesh routine also copies the output files to the map automatically.
- The largest navmesh islands can be copied over and used for infantry and/or vehicle obj files and
are cleaned as they are copied.
- The Strategic Area file neighbored automatically.
- navmeshes are backed up automatically with a date-time stamp in the name and moved to
the \backup folder in maps's navmesh work area.
- Logfiles are backed up automatically with a date-time stamp in the name
- The Check AI function checks for AI.AI file and updates it is missing or lacking key info, letting the user select for BF2 or BF2142 settings.
- The Check AI function also checks for a missing overgrowth file and creates a blank one if needed.
- The Editor can be launched for the map/mod selected with several options
- BF2142 convertor changes problematic vehicle spawns to BF2 versions based on conversion list that can be edited with a text editor. This can be edited for other purposes besides just for BF2142 to BF2. It can be used to convert to other mods by creating your own conversion list. The editor_conv.txt can be found in the navmesh folder.
- The staticObject updater function will convert the staticobject file based on a list of nav mesh stand-ins. This conversion list is Nav_Stand_in_conv.txt, located in the navmesh folder and can also be user edited with any text editor. There is also a function to create this list based on the list of folders in the [mod_name]\objects\nav_static folder, which is where I keep my navmesh stand-ins. The navmesh stand-ins were created by the project reality and all have _nav at the end of name. These have working AImeshes that allow the the static object to be properly navmeshed.

Change log

3.1
- GTSdata is now moved from the map instead of copied during the Create Navmesh routine.
- Logfiles are backed up automatically with a date-time stamp
- Added routine to set up autmatic neighbors in the StategicAreas.ai file in the Advanced menu.
- other bug fixes.

3.2
- BF2142 converter for the editor converts the BF2142 vehicle spawns to BF2 vehicles to make it editor friendly. The editor_conv.txt file contains the conversion list that can be edited with any text editor.
- Editor Launcher now has it's own menu with several options
- Check AI function checks for/updates the AI.AI file and also checks for an overgrowth file, which will be created if not found.

3.3
- Added support to update the staticobjects.con file to replace staticobjects with the nav stand-ins based on a conversion list in the navmesh folder called Nav_Stand_in_conv.txt. This file is a list of conversion items which can be edited with a text editor.
- Changed the name of the BF2142 editor conversion file from BF2142_editor_conv.txt to editor_conv.txt because this is really a generic function that can be used to convert between mods. Users can backup this file and create there own conversion list.


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Dnamro
post Oct 28 2017, 11:46 AM
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The clean GPO routine is done. I am doing some testing on it with different GPOs.

I added a check to add an overgrowth file if it is missing and to add the \AI\Ai.ai file. That got me thinking it would be useful to be able to customize this to different common types of maps. Also this is one that I commonly use Ai.Ai file:

aiPathfinding.setActiveMap Infantry
aiPathfinding.map.headClearance 1.9
aiPathfinding.map.radius 0.25
aiPathfinding.map.maxSlope 40
aiPathfinding.map.allowedThresholdHeight 1.0
aiPathfinding.map.addVehicleForClusterCost Infantery

aiPathfinding.setActiveMap Vehicle
rem There are only mechs on this
aiPathfinding.map.headClearance 7
aiPathfinding.map.radius 2.1
aiPathfinding.map.maxSlope 28
aiPathfinding.map.allowedThresholdHeight 0.1
aiPathfinding.map.addVehicleForClusterCost Tank

This is for Dalian Plant:
ai.init 2

aiPathfinding.setActiveMap Infantry
aiPathfinding.map.maxSlope 37
aiPathfinding.map.addVehicleForClusterCost Infantery

aiPathfinding.setActiveMap Vehicle
aiPathfinding.map.maxSlope 35
aiPathfinding.map.addVehicleForClusterCost Tank
aiPathfinding.map.addVehicleForClusterCost ArmedCar

but Dragon Valley was done with these settings:
rem *** Init AI using current settings ****
ai.init 2

aiPathfinding.setActiveMap Infantry
aiPathfinding.map.maxSlope 37
aiPathfinding.map.addVehicleForClusterCost Infantery

aiPathfinding.setActiveMap Vehicle
aiPathfinding.map.maxSlope 31
aiPathfinding.map.addVehicleForClusterCost Tank
aiPathfinding.map.addVehicleForClusterCost ArmedCar


This is for BF2142:
Port Bavaria was done with these settings:

ai.init 2

aiPathfinding.setActiveMap Infantry
aiPathfinding.map.headClearance 1.9
aiPathfinding.map.radius 0.25
aiPathfinding.map.maxSlope 40
aiPathfinding.map.allowedThresholdHeight 1.0
aiPathfinding.map.addVehicleForClusterCost Infantery

aiPathfinding.setActiveMap Vehicle
rem There are only mechs on this
aiPathfinding.map.headClearance 7
rem There are only mechs on this
aiPathfinding.map.radius 2.1
aiPathfinding.map.maxSlope 28
aiPathfinding.map.allowedThresholdHeight 0.1
aiPathfinding.map.addVehicleForClusterCost Tank


Suez Canal used these settings:

aiPathfinding.setActiveMap Infantry
aiPathfinding.map.headClearance 1.9
aiPathfinding.map.radius 0.3
aiPathfinding.map.maxSlope 40
aiPathfinding.map.allowedThresholdHeight 0.6
aiPathfinding.map.addVehicleForClusterCost Infantery

aiPathfinding.setActiveMap Vehicle
aiPathfinding.map.headClearance 6
aiPathfinding.map.radius 4.35
aiPathfinding.map.maxSlope 28
aiPathfinding.map.allowedThresholdHeight 0.15
aiPathfinding.map.addVehicleForClusterCost Tank

Overall, it looks like there is not standard setting. It could be helpful to have some different standard settings for different types of maps. For example, small vehicles canhandle a larger slope and smaller radius, while larger vehicles will need a larger radius and smaller slope. Also, only maps with tall vehicles, like mechs in BF2142 would need to set the head clearance. It appears that there are defaults for most of the settings.


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mschoeldgen
post Nov 1 2017, 01:14 PM
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QUOTE
It appears that there are defaults for most of the settings.

Yeah, i am sure there are, because navmeshing will work with the simple settings, too. I never used e.g. the headClearance property - then again, there were no mechs in XWW2 if i remember right :-P


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Dnamro
post Nov 3 2017, 04:53 PM
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threshold height might be useful for building entry ways.

I thought of two more things I can add:

1. A process to convert the static objects list to make them nav friendly by coverting them over to the navmesh transplants. I just need to modify my existing code for converting the BF2142 vehicles spawners over to BF2 vehicles that are editor friendly.

2. Check for missing vehicle keypoints (A common navmesh generator complaint) and create them. This one is a little trickier. Pull them from the vehicle spawn point positions from the GPM_cq\64 GPO or the highest one if it exists. Now for BF2142, there are maps without any cq modes, so I may need to look at one of the other modes. For any mode I would ignore the spawn points for the commander assets.


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Dnamro
post Nov 4 2017, 12:44 PM
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New version updated in the top thread.



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kano
post Nov 5 2017, 11:43 AM
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cheers m8!


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Michael Z Freema...
post Nov 14 2017, 11:45 AM
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QUOTE
1) Setup the map in the editor to prepare for navmeshing as detailed in the ***blank***


Source: http://classic-battlefield-modding.wikia.c...ing_the_Navmesh

Was that meant to read "PDF" or was there supposed to be a link there ?


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Death_EnForcer
post Nov 14 2017, 02:32 PM
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QUOTE (Michael Z Freeman @ Nov 14 2017, 12:45 PM) *
QUOTE
1) Setup the map in the editor to prepare for navmeshing as detailed in the ***blank***


Source: http://classic-battlefield-modding.wikia.c...ing_the_Navmesh

Was that meant to read "PDF" or was there supposed to be a link there ?

It could be Kysterama's Tutorial or Dnamro's tutorial.
Here's link to Kysterama's.
http://members.iinet.net.au/~kyron/
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B4rr3l
post Dec 6 2017, 11:46 PM
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amazing, no other word, best game, best AI, best community

Thank you!
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MasterChiefRulZ
post Dec 8 2017, 09:20 AM
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QUOTE (B4rr3l @ Dec 7 2017, 12:46 AM) *
amazing, no other word, best game, best AI, best community

Thank you!

Welcome to BFSP B4rr3l. Glad you're enjoying yourself. smile.gif


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