NavMesh Outside

Post » Mon Nov 11, 2013 2:16 pm

HI. I have a small issue with an NPC running into an object.

I'm familiar with Oblivion and Morrowind, but NavMesh is new to me. I'm not sure I understand the concept, and I'm worried about chaning the navmesh in an exterrior cell.

I simply want to fix the pathing of one character in a very specific triggered instance. Should I even bother with NavMesh or is there a better ( safer ) option?

What are the risks of altering the navmesh in an exterior cell?

Thanks!

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James Wilson
 
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Post » Tue Nov 12, 2013 3:48 am

Lots to think of when altering exterior navmesh.

If it's only one thing then you can create a collision box over the object which is bigger by as much as you want the NPC to avoid it and deep enough to penetrate into the terrain. Then select under it's primitive tab -> Collision layer -> L_NAVCUT

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Nauty
 
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Post » Mon Nov 11, 2013 4:29 pm

The NPC is a goat in behind a fence. I've put a break in the fenceline but when the NPC is triggered it runs into the wall, trying to get to the player. I'd like the NPC to move through the break in the fence, and then try to find the player. Any suggestions?

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Beulah Bell
 
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Post » Mon Nov 11, 2013 12:29 pm

I assume this wall is different from the fence? Most likely what you need is to connect the navmesh where this hole in the fence is, but don't if the pen area is a seperate navmesh (island) from the main navmesh.

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Emmi Coolahan
 
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Post » Mon Nov 11, 2013 11:04 pm

Apologies. Fence = wall.

I made a goat pen. Inside is a goat who wants to get to the player. It ignores the opening in the pen ( on the side ) and runs into the fence until it "pops" over.

To be clear, you're telling me that I just need to drag one of these "nodes" ( controlling all the triangles ) in the opening of the fence?

What is interesting, is I built a whole area with lots of objects in this exterior cell and this is the only issue. Should I auto create the navmesh for objects?

How do I deal with the terrain elevation being changed. Some of the triangles are under the terrain now. Does that matter?

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patricia kris
 
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Post » Mon Nov 11, 2013 5:59 pm

From the looks of it you will need to do a small amount of navmesh editing. If the area was open before hand then it is very likely that there is a complete navmesh running across it and your pen is now an obstruction. NPC's read the navmesh and think they can run anywhere on it but your new pen now blocks them so you will need to re-arrange things so that NO navmesh runs under your walls or you create the collision boxes I mentioned firstly for all your walls.

This is what is usually put people onto:http://tesalliance.org/forums/index.php?/topic/4668-ck-basics-lesson-4/

Be aware that 1. Never delete a vanilla navmesh island 2. Deleting vanilla triangles can cause errors also (but not as bad as deleting islands) 3. Tesalliance mentions working from up side down, I find it better to have no lighting or sky to get good contrast and make use of "W" toggle alot.

If NPC's try to walk via a navmesh but get blocked by an obstruction they do a little quantum tunneling to get past it.

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Harry Hearing
 
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