Difference between revisions of "NAVCUT"
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== Implementation details == | == Implementation details == | ||
* NAVCUT volumes don't need to cover entire triangles. They do literally ''cut'' the navmesh. | * NAVCUT volumes don't need to cover entire triangles. They do literally ''cut'' the navmesh. | ||
* Despite some of the issues listed in the "Limitations" section above, a NAVCUT box doesn't need to be thicker than a character model ''if'' the box completely cuts a navmesh into two pieces. | * Despite some of the issues listed in the "Limitations" section above, a NAVCUT box doesn't need to be ''thicker'' than a character model ''if'' the box completely cuts a navmesh into two pieces. | ||
* NAVCUT volumes have collision generated at run-time. The engine only does this properly if they use the hardcoded ''CollisionMarker'' base form. Collision primitives placed in the Creation Kit will always be ''CollisionMarker''s. | * NAVCUT volumes will have collision generated at run-time. The engine only does this properly if they use the hardcoded ''CollisionMarker'' base form. Collision primitives placed in the Creation Kit will always be ''CollisionMarker''s, so this detail is more relevant for mod authors working with xEdit or attempting to extend the NAVCUT system with reverse-engineering. | ||
[[Category:Navmesh]] | [[Category:Navmesh]] |