Navmesh Menu
Overview[edit | edit source]
Generation[edit | edit source]
Options for automatically generating navmesh in a space. See details on the different methods on this page.
Auto Generate WorldSpace[edit | edit source]
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- This will run various checks to validate the Navmeshes in the current cell
- Simple things like bad normals and links will be fixed
- Problems will be written out to the warnings file
- For an example of how to use Check Navmeshes click here
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- "CTRL+1" is the hotkey for Finalize Cell Navmeshes.
- Will find portal doors in the given cell and attempt to add a portal edge from this door (may create and split triangles to accomplish this).
- Will also load and attempt the to do the same to the cell that the door connects to.
The Finalize Cell Navmeshes command will also do the the following for exterior cells:
- Links edges that are close to the edge of a cell with triangles that are close to it.
- Will split edges and move slightly to try and create better connections.
- Edges and vertices are duplicate and in both cells.
Find Cover Edges[edit | edit source]
- Automated utility to find useable cover in the given cell.
- Can split edges to handle cases where cover heights change significantly along an edge.
- Currently does not save/respect finalized edge information in the cell. To fix this run Finalize Cell NavMeshes to remake the needed portals after running the Find Cover Edges pass.
- For an example of how to find cover edges, click here
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Draw Cover[edit | edit source]
Clear Generated Cover[edit | edit source]
Clear Cover[edit | edit source]
- Deletes/Clears the cover of all navmeshes in an interior cell or loaded exterior cell.
- Note: Clear Cover will only clear cover that was not placed by hand.
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- Removes all navmeshes in an interior. For exteriors, it will remove all navmeshes in whatever cell is loaded.
- This command is useful if you duplicated an interior cell and no longer need the navmesh.
Check Worldspace Cells for Finalize[edit | edit source]
Finalize Worldspace[edit | edit source]
Force Finalize Full Worldspace[edit | edit source]
Finalize Full WorldSpace checks the NavMeshes of an exterior cell and all related cells. To use Finalize Full WorldSpace:
- Load an exterior cell that will be the WorldSpace.
- Click Finalize Full WorldSpace from the NavMesh drop-down menu.
- All the cells in the WorldSpace will have their NavMeshes finalized.
Notes[edit | edit source]
- This is NOT recommended unless the worldspace is:
- Small
- New - finalizing shared worldspaces such as those created by Bethesda or other modders can create plugin compatibility problems.
- NavMesh editing does not need to be turned on.
- Large WorldSpaces will take a long time to save.
Finalize All Interiors[edit | edit source]
Force Finalize All Spaces[edit | edit source]
Remove All Autogen Islands[edit | edit source]
Set Cell Auto Generated[edit | edit source]
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Normal Pathing Test[edit | edit source]
Cover Test[edit | edit source]
Dodge Test[edit | edit source]
Flee Test[edit | edit source]
Hide Test[edit | edit source]
LOS Test[edit | edit source]
Test mode for Search Behavior. To use, select LOS Test from NavMesh menu, right click on a point to set a start for the search, then right click a second point to set a destination (where you think what you’re searching for is); it will then draw triangles green or red based on visibility (green triangles are seen from the start location, red are not) and will build a path to the best unseen location. Used for combat to search for enemies.