Talk:Bethesda Tutorial Navmesh

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Navmesh the Cave Section[edit source]

It would be helpful to have some guidance on where to put the triangles. Presumably, major obstacles should be avoided? Is it OK for a triangle to cover minor irregularities in the floor? Proleric 09:29, 15 February 2012 (EST)

Remember, the reason you put down the navmesh is to tell NPCs where they can go. So you path around statics and under moveable statics. If you can move it, the navmesh should be under it. It should also be under any furniture that an NPC can use (under the markers - you don't need to navmesh under the chair or bed). If you can't walk it, neither can they. It's okay to go right up to the edge of the walkable area, but it's also okay not to. Keep in mind obstructions which are not at floor level. Also, keep your points low by using the F key.

It's okay if the triangles have a little floor showing through them. Your points should be above ground level though. Put your view near ground level to make sure no points got hung up in the air. Static plants that are part of dungeon walls and such will catch points alot. Just move them down manually.

The best way to figure out if you've placed your tris correctly is to do pathing tests. If you can't path between two points, you'll get that fat yellow line, and it will stop where the problem is. One of the quickest fixes to a problem tri is to swap the edges. Just make sure your edge-select is on (G key) and click on an edge in the problem tri. Hit S. If it moves, check your pathing again. If it stays put, try a different edge. I found I can save alot of time in problem areas just by switching the edges around a little.

Also, it seems that the NPCs have problems where alot of edges meet at one point, especially if they have to turn there. If you have a star-like formation in your edges, grab one point and move it towards one side, then make more tris in the empty area. Be sure to combine points that are close together and always double-check for floating points.

I hope this helps, I'm learning too. (Edit: added note about furniture markers)

- Another thing that I have found is overlaid meshes. If you have a room with a base floor and say a ramp from the base floor to an overhead bridge, you will actually connect the NM from the floor to the base of the ramp, then up the ramp and over the existing NM. so it looks likes you have overlaid meshes, but you actually have a more 3D mesh with variable heights. Best way to work with these is to only use the point select tool, then creating your mesh moving up the ramp.