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Navmesh Bug

General help and troubleshooting.
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Ja.al.de
Posts: 41
Joined: Mon Nov 12, 2012 4:44 am

Navmesh Bug

Post by Ja.al.de » Wed Jan 17, 2018 9:27 am

Hi there, been working on new world spaces as additions to the DC downtown area, doing great appart from the navmesh wich only permits to make these square islands that i can't seem to connect to each other.


Basically the verticles seem to be locked.


Has anyone ever fallen on this bug?   


Thanks! 





Glug glug glug glug glug glug! - the Vault Dweller

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

It's not a bug, each

Post by RoyBatty » Thu Jan 18, 2018 1:16 am

It's not a bug, each worldspace cell has it own navmesh. You have to have verts that line up with each other on cell boundaries so that the edges can be connected when you finalize the cells. Check some vanilla worldspace navmesh to see how this is done.


It's better to use the auto generation after learning how it works, then manually fixing any problems that happen.


Also your triangles are way too big, it will make pathing harder and make the AI use more cpu. Again check vanilla or use the autogen.


Image

Ja.al.de
Posts: 41
Joined: Mon Nov 12, 2012 4:44 am

Thanks Roy! 

Post by Ja.al.de » Thu Jan 18, 2018 7:36 am

Thanks Roy! 


Glug glug glug glug glug glug! - the Vault Dweller

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