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Manually navmeshing from the editor?
Dnamro
post Mar 9 2008, 08:43 AM
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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?


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Dnamro
post Mar 11 2008, 12:52 PM
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Posts: 5,810
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From: Fort Hood, TX
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Ok, the exportGTS updates all the files in the map name\GTSdata\meshes folder.

I don't understand, why we don't just exportGTS from within the editor right after you created them? Why get out of the editor just to have it load it up to do this one step? Or am I missing something?

Also, what is the point in running the createnavmesh.bat file just to type in the level and mod names and then launch the python code. It seems easier to me to just define the level and mod names in the python code and launch it directly. Especially since the mod name needs to be defined anyway.

I can't find the option to run saveQuadNoP4 from the editor. I see saveQuadtrees, but that doesn't seem to do anything at this point.


Now in the fixnavmesh.bat file, all that seems to do is to copy the files around and rename the infantry and vehicle obj files with _fix extensions. Then it runs the navmesh program on them. This step, sets up the Aipathfinding folder with some apparently dummy files.


I just remmed out the line to run the saveQuadLocal.bat and run the commands in the editor to LoadGTSdata and SaveQuadTrees. This step apparently creates the Aipathfinding files.

The last step is to run the ai.createheightmap 16 command from the editor. This add the aerialheightmap to the map's aipathfinding folder.

I was wondering if it made any difference if createheightmap used 32 or 64, but it did not seem to on the small combat area that I tested it. I will have to do some testing on some larger combat areas.


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