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Mehh
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Navmesh?

http://www.filedropper.com/navmesh

Here is auto generated navmesh that I've made for the Grazelands and Red Mountain. It feels incomplete, but eh, I'm not the expert on this junk =p. Also, I'm starting to think we don't have havoc yet in Morrowind, which makes havoc based navmeshing crash the CK.

Edited by: grumpycat on 03/14/2014 - 22:08
Mehh
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http://www.filedropper.com/as
eloth
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i tried myself making

i tried myself making navmeshes with good result, dropped a few enemies to test, and they

found themselves avoiding obstacles better than they did in oblivion, so im quite positive.

Im not sure if we need havoc based navmeshing, i have heard its crash galore if used

extensivly.

Mehh
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I've tested a bit of my

I've tested a bit of my navmesh, and summoned a Skeever. I noticed without the navmesh it stopped attacking me after a couple of seconds. Then I loaded up my grazeland navmesh and it kept attacking me, but it had issues running ontop of the bugged solid plants. After around 2 minutes of chasing me and biting me(lol) it ran away from me, and came back and attacked me again, then I killed it.

eloth
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the plants shouldnt have

the plants shouldnt have collision at all, i dont know why they have it now, didnt have collision

in morroblivion if i remember correctly

Mehh
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I don't know why the plants

I don't know why the plants have collision still, but I think the Skeever ran ontop of the plant because I used object based navmesh generation. I can't use havoc or recast because it'll just crash the CK.

RammS
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collision was autogenerated

collision was autogenerated whe we made an autoconversion of the meshes, I guess

Mehh
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Should I even bother to

Should I even bother to navmesh the rest of the regions? Do we really need this, or should I wait until more is done?

Mehh
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http://www.filedropper.com/az

http://www.filedropper.com/azuranavmesh

Here is the Azura Coast navmesh.

This was a bitch to make, because it crashed my CK quite a few times and I learned of an evil navmesh bug.

Little story, so I left it to navmesh over night, woke up around 8ish, checked on the log file, and seen it was at cell number 800 something. I go to make breakfest, come back and noticed it's still on the same cell. I check my task manager and the CK is still eatting my ram, so it didn't crash. I check when the log file was last updated, and it says 7 something >>. So it spent an hour or so on one cell, I restarted the CK, tried again, it wouldn't navmesh the same cell. So I hand navmeshed it, and yeah, it continued on. The bug occured 3 more times. So just a warning to you navmeshers out there, check the log file often, it updates in real time, just close it and reopen it!

digitalparanoid
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good work !

good work !

Mehh
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Does anyone know how to check

Does anyone know how to check for errors in an entire region, and not cell by cell? Because, dude x.x like 1.5k cells....

Also, I'm not sure if you guys are aware, but when you navmesh a region, it doesn't navmesh the interiors like the caves and buildings, so I think we have to do those one by one.

Mehh
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http://www.filedropper.com/mo
Mehh
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http://www.filedropper.com/as
Mehh
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http://www.filedropper.com/al

http://www.filedropper.com/alasancestraltomb

Here is my first attempt at navmeshing a tomb. It's not the best, but it's quite hard to navmesh around invisable objects.

http://www.uesp.net/wiki/Morrowind:Alas_Ancestral_Tomb
Just go there, spawn a monster, and let it chase you.

Mehh
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http://i.imgur.com/3cuIG.png

http://i.imgur.com/3cuIG.png
Well after seeing that message for the upteenth time(I swear I'll have nightmares about that message) I've begun to actually complete a few regions with some new navmesh. This is just a bit of trial, to see which meshes are erroring out the stupid hunk of junk we call the 'Creation kit'.

http://www.mediafire.com/?nruhd33443n5tjy
Here is what I've completed so far in this test. I think it covers the Bitter coast, Grazeland, and Ascadian isles. The enemies may get stuck on the plants, but that's because I had to remove the nif files.(I'd crash if I didn't) Also if you wanna mess around with the navmesh, I suggest going to Seyda Neen and watching the skeletons attack eachother and the villagers.

I actually have a few questions.

1. does anyone know what this means? "Assert
File: C:\_Skyrim\Code\TESV\TES Shared\Pathfinding\NavMesh\NavMesh.cpp
Line: 1747"

2. What exactly is the navmesh bug, and was it fixed? If it wasn't, is that something we'll have to worry about?

3. Would anyone be willing to help navmesh the interiors? We have to go one by one, so I figured we could have people volunteer for certain letters. It's similar to the way we handle certain npc races.

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I think it is better to start

I think it is better to start with fixing all meshes to get rid of CTDs. Removing plants is not an option.

There are also missing meshes that must be addressed first too.

Mehh
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That's why I'm doing this.

That's why I'm doing this. I'm trying to root out some of the troubled meshes that aren't already known about. The plants are already known, so I removed them already.

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Removing is bad, fixing is

Removing is bad, fixing is good.

Can anyone please convert remaining meshes for Skyrim?

Mehh
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I know removing is bad, and

I know removing is bad, and fixing is good. It's not the permanent nav mesh we're going to use. I just posted it for people to mess around with it.

I'm actually making a list for Eloth of what I had to remove and which cells the auto gen crashed on. He's already working on the broken plants.

EDIT: Removed the top link, and replaced it with the whole world(not counting bloodmoon and tribunal) navmeshed. Keep in mind it's really low quality and just a test navmesh that was used to find broken meshes(which helped find quite a few actually). So, I'll let you guys try it out, see if it's laggy, and just mess around with it.

http://www.mediafire.com/?cssc343u6huibh6

Enjoy watching skeletons beat eachother to death and kill villagers!

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Hey, cool.  I hadn't seen

Hey, cool.  I hadn't seen this yet.  I can't wait to try it out.

So we probably have most of the broken meshes now?  How long of a list are we talking about anyway?  Because it seems like every other interior I try and walk into crashes instantly, and the rest crash after less than a minute.

Mehh
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I didn't do interiors, I

I didn't do interiors, I probably won't. As for the outdoors, I found quite a bit, I need to re-run the navmesh again and focus more on towns. If I were you, I wouldn't go to Ald Ruhn. =p

Shadow
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Wow, if you found quite a few

Wow, if you found quite a few outside in exteriors, then I wonder how huge of a number of broken meshes there are in the interiors.  Because exteriors are normally much more stable than interiors.

Hmm, I really want to go to Ald'ruhn now....

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Interiors are smaller than

Interiors are smaller than exteriors. Interiors crash due to bad havok on beds or pillows if I recall.

Shadow
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True, but interiors generally

True, but interiors generally have a larger number of objects than exterior cells.  But, yeah beds do behave very strangely sometimes.

I tried hitting a couple of NPCs in Ald'ruhn with Sunder.  It seems they become so scared that they forget there is something called a building in the way....

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Navmesh, as important as it,

Navmesh, as important as it, should wait for now. Navmesh is a waste of time without all the meshes working correct and in-game.

We need someone proficient at editing NIF's. After the conversion, they will have to make sure NIF's don't have auto generated collision if they weren't suppose to as Ramms stated above.

I can do this since I've made models in the past, but I need to stay focused on quests/dialogue for now.

Mehh
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We have someone working on

We have someone working on the nifs, I was making test navmesh to help out. I just posted the test nav mesh so people could mess around.

eloth
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we are already working on

we are already working on this, we got it all planned out, this navmesh is just a result of the first phase, that is to make a 100% generation without errors, and along the way we have identified all meshes that made problems.

Once i have fixed these meshes we will make a second run of the navmesh auto generation.

Mehh
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Okay, I've been running some



Okay, I've been running some high quality auto havok navmesh(it takes very long as in nearly a day to complete), and was wondering if anyone wants to volunteer and clean up a region's navmesh. You just have to improve the navmesh in the cities, clean up the errors, and add some preferred pathing. Because, dude I am not going to do this all my self lol. I'm navmeshing region by region, so if anyone wants to volunteer a region, I'll send you the region navmesh file when it completes.

Also if anyone wants to learn how to navmesh, there are a lot of video guides on Youtube.

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I'll try to look up

I'll try to look up Navmeshing and see if I will be able to work on it, but it will probably be at least a few more days before I could be ready to sign up.  Fixing up those weapons just about killed me.  Luckily our Christmas break starts tomorrow, so I'll have more time on my hands, some of which I can hopefully devote to Skywind.

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I do not know if this is in

I do not know if this is in anyway related to navmesh,but in the skyrim world I get a smooth walking display in both first and third person views.

But in the morrowind world,in first person view the walking is jerking forward at a even rate.and in third person with my character in view it is smooth again.

In interiors both views are smooth,and strangely I am not getting any crashes in interiors,in fact I have never had a crash when inside,only running outside crashes me out sometimes,even then only in first person view.