Problems creating triangles.. help?

Post » Fri May 27, 2011 11:10 pm

1. Sometimes when i go to merge three verticies, my cursor will "twitch". I found a video on youtube of someone else having the issue:

http://www.youtube.com/watch?v=EnznsiCjoN0

Your help is GREATLY appreciated... I cannot put NavMesh at the CENTER OF MY TOWN, so it's kinda [censored].

2. Also, any idea what those green edges are? Do they separate cells? Where can I learn more about those?

3. Also, what constitutes as a "Warning triangle" aka, what causes the triangle to be "bad"?

Thanks =)

Soaren aka Devlin
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hannaH
 
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Post » Sat May 28, 2011 8:37 am

You're at a cell border (visible if you press 'B' while NavMeshing), so a vertice on one side of said border cannot be moved into another cell. Make new points on the opposite side of the border which you can line up with the vertices on the other. Cells are like a grid, so when one cell meets another (only applicable in worldspace NavMeshing), the NavMesh(es) must be linked creating those green lines via "Finalize Cell NavMeshes" while the GECK's render window is focused on one cell, then the other with the NavMesh(es) to be linked. This sews the separate NavMesh forms together so the AI sees them as a seamless, navigable surface.
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Sami Blackburn
 
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Post » Sat May 28, 2011 2:55 am

You're at a cell border (visible if you press 'B' while NavMeshing), so a vertice on one side of said border cannot be moved into another cell. Make new points on the opposite side of the border which you can line up with the vertices on the other. Cells are like a grid, so when one cell meets another (only applicable in worldspace NavMeshing), the NavMesh(es) must be linked creating those green lines via "Finalize Cell NavMeshes" while the GECK's render window is focused on one cell, then the other with the NavMesh(es) to be linked. This sews the separate NavMesh forms together so the AI sees them as a seamless, navigable surface.


Edit: I got it. Thanks alot. This had me stumped for a few days now =)

?: Do you have to be really anol about the placement? There is like a 4 pixel gap between the triangles near one of the borders, it's seeable, I can't get the triangle to cooperate, will that prevent npcs from walking over it?
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michael flanigan
 
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Post » Fri May 27, 2011 10:13 pm

Edit: I got it. Thanks alot. This had me stumped for a few days now =)
Right on! :foodndrink:

NavMeshing is ...kinda a pain, but it's actually fun once you get it down and become familiar with the hotkeys.

A = Connect three selected vertices
O = Swim (blue triangles)
P = Preferred (orange triangles)
R = Remove
W = Toggle view modes
Q = Merge selected vertices
B = Show cell borders
T = Toggle triangle selectability
G = Toggle triangle leg selectability
V = Toggle triangle vertice selectability
F = Drop when vertices are selected/Flood fill when a triangel is selected
S = Rotate selected triangle edge

I'll think of more and add to ^that^

?: You don't have to be toooo specific with the NavMeshes. For instance, two NAVM's in separate cells will connect even if their shared edges are a foot apart.
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Valerie Marie
 
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