Manually navmeshing from the editor? |
Manually navmeshing from the editor? |
Mar 9 2008, 08:43 AM
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#1
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CinC (for now) ![]() Group: Mr. Admin Posts: 5,813 Joined: 28-December 03 From: Fort Hood, TX Member No.: 46 |
I remember reading a post where someone had mentioned that they generate navmeshes from the editor manually, but they did not explain how. Can someone explain how?
-------------------- No, my Avatar is not my dog.
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Mar 9 2008, 09:16 AM
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#2
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![]() Relic ![]() Group: Mr. Admin Posts: 2,007,408 Joined: 24-July 07 From: Perth, Western Australia Member No.: 3,545 |
i realise this isn't quite what you were asking D, but it might prove helpful info at some point anyway...
i generate mine manually from a cmd window; but first copy an existing ai folder to your map, and then the editor is used for is the command sequence - aiPathfinding > ExportGTSmeshes which will put a Meshes folder inside MapName/GTSdata - this meshes folder needs to be moved to \NavMesh\Work\MapName\GTSdata\ before you can launch the navmesh generator - (and while you're inside the editor still, make sure you have UsedByPathFinding checked for the combat area you want to use as the boundary for your navmesh) after that's done and IF it was done correctly (if not, check the combat area hasn't become inverted or doubled-up) you can then launch CreateNavmesh.bat in the cmd window, first making sure that /navmesh/ is your current directory (at this point, the navgen will attempt to open the editor, load the map, export the gts meshes, and copy them over to the work folder. it often CTD's at this point, which is why i learnt to do it manually. if it crashes, the navgen will continue because it has everything it needs already. - my scripts have the editor lines removed, for two advantages: i don't have to wait for the above CTD-prone process to finish, and i can also modify - import - examine, modify - import - examine etc. on changes to my navmesh without having to open and close the ed every time) the navgen asks for the name of the mod, then the name of the map, and then runs, hopefully to completion. the Output folder is copied to the map's own GTSData folder at the end. final step is aiPathFinding > LoadGTSData > SaveQuadTrees, and AI > createHeightMap as far as i know, it's not possible to gen navmeshes 'manually' from the editor - the Generate Pathfinding function is pretty much automatic, when it does work -------------------- ![]() |
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Dnamro Manually navmeshing from the editor? Mar 9 2008, 08:43 AM
Dnamro The occasional CTD problem when the editor launche... Mar 9 2008, 10:13 AM
clivewil well the editor is initially only doing those step... Mar 9 2008, 10:55 AM
Dnamro I think I see how you run a command from the edito... Mar 9 2008, 01:25 PM
Dnamro How do your run exportGTS from the editor? Mar 9 2008, 06:51 PM
clivewil QUOTEHow do your run exportGTS from the editor?
in... Mar 9 2008, 08:11 PM
Dnamro Thanks. Found it. I did not understand how the d... Mar 10 2008, 10:13 PM
SatNav this would be a good thread to sticky,lots of info... Mar 10 2008, 10:21 PM
clivewil i saw those lines a while back but didn't pay ... Mar 10 2008, 11:20 PM
Dnamro Ok, the exportGTS updates all the files in the map... Mar 11 2008, 12:52 PM
clivewil QUOTEwhy we don't just exportGTS from within t... Mar 12 2008, 11:29 AM
Dnamro Thanks for all the good info. I wasn't loadin... Mar 12 2008, 12:06 PM
clivewil QUOTEit appears that the quad tree saving only nee... Mar 12 2008, 06:10 PM
Dnamro Hey even getting bots to fly over and around objec... Mar 12 2008, 08:10 PM
clivewil QUOTEHow did you get that aerial height map to loa... Mar 12 2008, 10:48 PM
Dnamro I will give that a try.
It looks to me like using... Mar 15 2008, 10:52 AM![]() ![]() |
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