Difference between revisions of "Bethesda Tutorial Navmesh"
Jump to navigation
Jump to search
m
Applying the three new templates: InDepth, ProTip and WarningBox.
imported>Catwheezle (Applying Template:NewFeature) |
imported>Catwheezle m (Applying the three new templates: InDepth, ProTip and WarningBox.) |
||
Line 73: | Line 73: | ||
The Cave area and the stairs of the Nordic Ruins seem to be the biggest offenders. You will also see a lot of navmesh islands. Don't worry about these for now. Once we have cleaned up the main navmesh, removing the islands is fast and easy. | The Cave area and the stairs of the Nordic Ruins seem to be the biggest offenders. You will also see a lot of navmesh islands. Don't worry about these for now. Once we have cleaned up the main navmesh, removing the islands is fast and easy. | ||
{{Template:ProTip|For advanced users whom want to get rid of the islands right away, CTRL+Left Click one triangle on each navmesh you want to ''keep'' and then press '''"I"'''. This is called '''Inverse Flood Fill''' and selects all navmeshes not currently selected. Once you press '''"I"''' and all of the islands are selected, delete them with '''"R"''' or '''"DELETE"'''. This is faster than deleting each unwanted island manually, but it's also much easier to accidentally delete useful navmesh - be careful!}} | |||
Begin by taking care of the cave section first. Then, we'll clean up the rest of the navmesh. For now, you'll only need to know about the three buttons on the far left of the navmesh toolbar: | Begin by taking care of the cave section first. Then, we'll clean up the rest of the navmesh. For now, you'll only need to know about the three buttons on the far left of the navmesh toolbar: | ||
Line 99: | Line 95: | ||
It's time now to create the navmesh in the cave section by hand. | It's time now to create the navmesh in the cave section by hand. | ||
<br> | <br> | ||
{{Template:ProTip|As you create and edit more and more navmeshes you will want to begin using [[Navmesh_Cheat Sheet|Navmesh hotkeys]] instead of using the toolbar. | |||
'''T''' toggles Triangle Selection On/Off<br> | '''T''' toggles Triangle Selection On/Off<br> | ||
'''V''' toggles Vertex Selection On/Off<br> | '''V''' toggles Vertex Selection On/Off<br> | ||
'''G''' toggles Edge Selection On/Off | '''G''' toggles Edge Selection On/Off}} | ||
Toggle '''Vertex Selection''' on by either clicking the [[image:Jb_NavmeshButtonToggleVertexSelect.jpg]] button in the navmesh toolbar or by using hotkey '''"V"''' and zoom into the beginning of the cave section. Right Click on the floor. Notice a vertex has appeared. Now create two more vertices the same way. You should see something like ''Fig 4.10'' - three yellow (or two yellow and one green) vertices on the floor. | Toggle '''Vertex Selection''' on by either clicking the [[image:Jb_NavmeshButtonToggleVertexSelect.jpg]] button in the navmesh toolbar or by using hotkey '''"V"''' and zoom into the beginning of the cave section. Right Click on the floor. Notice a vertex has appeared. Now create two more vertices the same way. You should see something like ''Fig 4.10'' - three yellow (or two yellow and one green) vertices on the floor. | ||
{{Template:WarningBox|Make sure you ''do not'' have Grid Snap on. You don't need it when navmeshing and will only cause problems if left on.}} | |||
{{Template:ProTip|Navmesh editing uses a separate set of hotkeys than regular Creation Kit editing. Some hotkeys you may be accustomed to, such as '''"T"''' for top-down viewing, are re-bound to new keys while editing navmesh mode. You may wish to print and refer to the [[Navmesh Cheat Sheet]] while getting used to this mode.}} | |||
Notice the colors of the vertices you've created. '''Green''' indicates that a vertex is currently selected. '''Yellow''' vertices are unselected and disconnected - not part of any triangle. Vertices that are unselected and part of a triangle render '''Red'''. Yellow vertices serve no purpose and can be safely deleted if any are left hanging around a complete navmesh. | Notice the colors of the vertices you've created. '''Green''' indicates that a vertex is currently selected. '''Yellow''' vertices are unselected and disconnected - not part of any triangle. Vertices that are unselected and part of a triangle render '''Red'''. Yellow vertices serve no purpose and can be safely deleted if any are left hanging around a complete navmesh. | ||
Line 131: | Line 115: | ||
</gallery> | </gallery> | ||
{{Template:InDepth|Notice that two vertices remain green/selected after creating the triangle. This makes it easier to create subsequent triangles. With two vertices selected, all you need to do to create another triangle is '''CTRL+Right-Click'''. A new vertex is created where you click and automatically creates a new triangle.}} | |||
==Navmesh the Cave Section== | ==Navmesh the Cave Section== | ||
Line 144: | Line 124: | ||
''(Note: your results may vary depending on how much your clutter matches that in the example file)'' | ''(Note: your results may vary depending on how much your clutter matches that in the example file)'' | ||
{{Template:ProTip|With this technique, you can create triangles very quickly and cover a lot of ground by simply using CTRL-Right Click. We fondly call this technique "Walking the Dog".}} | |||
<gallery widths="300px" heights="220px" perrow="2"> | <gallery widths="300px" heights="220px" perrow="2"> | ||
Line 216: | Line 192: | ||
You need to always check your navmesh for errors after you're done navmeshing a cell. This is a relatively simple process. | You need to always check your navmesh for errors after you're done navmeshing a cell. This is a relatively simple process. | ||
{{Template:WarningBox|You'll be notified upon saving your plugin if you have any errors. Regardless if you get an error or not when saving, you should always run "Check Navmesh".}} | |||
# Bring up the [[Select Triangle by Index|Select Triangle by Index]] dialog pictured in ''fig 4.18''. There are three ways to do this: | # Bring up the [[Select Triangle by Index|Select Triangle by Index]] dialog pictured in ''fig 4.18''. There are three ways to do this: | ||
Line 240: | Line 212: | ||
</gallery> | </gallery> | ||
{{Template:ProTip|If you don't want to fix each error by hand, click through each bad triangle with the "Next Warning" button, then choose '''"Yes"''' to delete all of the problem triangles. This will let you know where to check the navmesh for missing coverage after the deletion.}} | |||
=Create Cover Edges= | =Create Cover Edges= | ||
Line 261: | Line 229: | ||
</gallery> | </gallery> | ||
{{Template:InDepth|Cover information isn't just used for ranged combat - it also determines where an AI will tend to go when fleeing from an enemy, for example. So it's a good idea to generate this information, even when it doesn't seem important.<br> | |||
Navmesh can hold more data than just cover - it's also possible to mark triangles as water, preferred, and edges as drop-down ledges. More information can be found [[:Category:Navmesh#Navmesh_Data|here]].<br> | |||
It is also possible to fine-tune cover data, although this level of detail isn't often necessary. To manually adjust cover data, select an edge and press '''"E"'''. This will summon the "''Edge Cover''" dialog.}} | |||
Navmesh can hold more data than just cover - it's also possible to mark triangles as water, preferred, and edges as drop-down ledges. | |||
It is also possible to fine-tune cover data, although this level of detail isn't often necessary. | |||
Here are a few pages you might want to reference during and after the tutorial, or in your further reading. | Here are a few pages you might want to reference during and after the tutorial, or in your further reading. |