Difference between revisions of "NAVCUT"

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101 bytes added ,  19:11, 30 September 2017
m
→‎Limitations of NAVCUT: NIFs are fine, I'm pretty sure
imported>DavidJCobb
(Created page with an explanation of NAVCUT, as well as known limitations and details based on testing)
 
imported>DavidJCobb
m (→‎Limitations of NAVCUT: NIFs are fine, I'm pretty sure)
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== Limitations of NAVCUT ==
== Limitations of NAVCUT ==
;Characters aren't conscious of their own size when walking near NAVCUT volumes.
;Characters aren't conscious of their own size when walking near NAVCUT volumes.
:As far as NAVCUT is concerned, characters are zero-size: if you try to cut an area in two using NAVCUT and you leave so much as a one-inch gap of uncovered navmesh connecting the two halves, then characters that want to path to the other side will walk along that gap. Characters will also walk ''right up to'' a NAVCUT volume, stopping with their origin-positions right along its edge.
:As far as NAVCUT volumes are concerned, characters are zero-size: if you try to cut an area in two using NAVCUT and you leave so much as a one-inch gap of uncovered navmesh connecting the two halves, then characters that want to path to the other side will walk along that gap. Characters will also walk ''right up to'' a NAVCUT volume, stopping with their origin-positions right along its edge.
:If you're using NAVCUT to ensure that characters smoothly walk around some object, then the solution here is to expand the NAVCUT box laterally by half the thickness of an actor.
:If you're using NAVCUT volumes to ensure that characters smoothly walk around some object, then the solution here is to expand the NAVCUT boxes laterally by half the thickness of an actor. NAVCUT NIFs don't appear to have this problem, and shouldn't need to be expanded.


;NAVCUT only works while the player is in the area.
;NAVCUT only works while the player is in the area.
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