How to fix NavMesh missing edges?

Post » Wed Mar 27, 2013 12:42 pm

Asked over on USKP (where whatever resulting fix should be included), but no joy. I cannot find any instructions on how to fix a bad edge. Anybody know?

Found a couple more NavMesh problems in the Markarth area. There are 2 in Navmesh 00094c23 Cell 'MarkarthAttackStart02' (000075A9). The former is in a nearby campsite. The latter prevents the horse and followers from crossing the bridge! (Although they sometimes later "jump" the gap and show up in the next cell.)

PATHFINDING: Navmesh 00094c23 Cell 'MarkarthAttackStart02' (000075A9) (-39, 0) in WorldSpace 'Tamriel' (0000003C), Triangle 106 Edge 0 and Triangle 203 Edge 0 should be linked, but they are not.PATHFINDING: Navmesh 00094c23 Cell 'MarkarthAttackStart02' (000075A9) (-39, 0) in WorldSpace 'Tamriel' (0000003C), Triangle 203 Edge 0 and Triangle 106 Edge 0 should be linked, but they are not.PATHFINDING: Navmesh 00094c23 Cell 'MarkarthAttackStart02' (000075A9) (-39, 0) in WorldSpace 'Tamriel' (0000003C), Triangle 203 Edge 1 and Triangle 814 Edge 1 should be linked, but they are not.PATHFINDING: Navmesh 00094c23 Cell 'MarkarthAttackStart02' (000075A9) (-39, 0) in WorldSpace 'Tamriel' (0000003C), Triangle 342 Edge 2 and Triangle 905 Edge 0 should be linked, but they are not.PATHFINDING: Navmesh 00094c23 Cell 'MarkarthAttackStart02' (000075A9) (-39, 0) in WorldSpace 'Tamriel' (0000003C), Triangle 814 Edge 1 and Triangle 203 Edge 1 should be linked, but they are not.PATHFINDING: Navmesh 00094c23 Cell 'MarkarthAttackStart02' (000075A9) (-39, 0) in WorldSpace 'Tamriel' (0000003C), Triangle 905 Edge 0 and Triangle 342 Edge 2 should be linked, but they are not.MASTERFILE: NavMesh: Navmesh (00094C23) in Cell NavMesh (00094C23) with 955 Triangles in Cell 'MarkarthAttackStart02' (000075A9) (-39, 0) in WorldSpace 'Tamriel' (0000003C) has warnings that need to be fixed
For the bridge, I managed to squeeze Triangle 905 Edge 0 and Triangle 342 Edge 2 (which collectively span the bridge) into a thin slice, allowing the nearby triangles to take over instead.

But now I get these warnings every time I load up CK. So, I'd like to get them fixed.
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Sunnii Bebiieh
 
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Post » Thu Mar 28, 2013 1:08 am

navmesh -> select triangle by index -> check navmesh.
then click go to next... (don't recommend clicking 'all', makes holes in your nm), select and delete the triangle this leads you to and remake it, repeat until "check navmesh" brings forth no more errors, then finalize.
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Paul Rice
 
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