Finalizing exterior NavMesh bug

Post » Mon Aug 26, 2013 9:15 pm

On Finalize, CK can (often does) renumber triangles on the cell borders. Then outputs the revised connections to all 4 adjacent cells, affecting 5 cells total (in a plus "+" shape).

This is a serious shortcoming. Folks adding an exterior door to a cell can affect other exterior cells that may very well be on the other side of a mountain....

I'm seeing "bug" reports for Touring Carriages where another mod (usually yet another player house) disrupted the road by an errant cell change. The horse cannot cross the cell boundary, because the connection number isn't the same.

In another case example, there is a missing connection on the main road outside Whiterun -- how in hell did they miss that!?!?! USKP fixes it by finalizing. So far so good. I needed to finalize the other side because I added triangles below the old static carriage so the new moving carriage can return to home position (a smarter fix that kills two bugs with one Finalize). So we have overlapping sets of 5.

I could fix that by figuring out what USKP had done, and finalizing in both places. Wasteful, but working. I cannot to that for every mod.

If only they'd used edges to index instead of triangle numbers!

But we need to fix the CK so that it doesn't renumber edge triangles -- ever! Then it wouldn't output adjacent cells either. And a lot of problems could be rectified.

How do we fix the CK? Where should we discuss this?

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Lloyd Muldowney
 
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