Pages

232 posts / 0 new
Last post
Mehh
Mehh's picture
Member
Offline
Last seen: 1 year 2 weeks ago
Joined: 08/12/2012 - 10:38
Karma: 1478
NAVIGATION MESH Hub - Skywind

Okay, I've finally gotten around to doing something I should have done two weeks ago, I've finally made a damn spread sheet to keep our navagation mesh interiors more organized.

The spread sheet works similar to the npc one, you can claim one cell, or 200, it's your choice. Also, if the cell you navmesh doesn't crash, just leave the "Any errors to report" block blank. After you're done your round of navmeshing , just save the esp and post it.
https://docs.google.com/spreadsheet/ccc?key=0Av7hawUyP1pJdHB...

This will be the thread we talk about everything navmesh, everyone's favorite subject. Which reminds me, we still need someone to tweak up our exterior navmesh, one man cannot tweak up a whole world, so I figured we could do that by regions.

Here are some links about navmeshing, and what the hell navmeshing is exactly.
http://www.creationkit.com/Bethesda_Tutorial_Navmesh
http://www.creationkit.com/Category:Navmesh

http://forums.bethsoft.com/topic/1463522-navmeshing-exterior...

Also here a video guide on navmeshing by Bethesda(I think some of the other guides on navmeshing are a little better, but eh)
http://www.youtube.com/watch?v=raM9TBZZyQY

If anyone has anything they want me to add to this post, please post it.

 

Edited by: grumpycat on 03/15/2014 - 04:43
ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
Have done all of the "A"

Have done all of the "A" interiors and only a about 6 triangle errors so far,and they are not serious ones.

Starting on "B" now.

 

Shadow
Shadow's picture
Member
Offline
Last seen: 2 years 11 months ago
Joined: 12/11/2012 - 15:30
Karma: 1160
No interiors crashing on

No interiors crashing on Navmesh?  Wow

Mehh
Mehh's picture
Member
Offline
Last seen: 1 year 2 weeks ago
Joined: 08/12/2012 - 10:38
Karma: 1478
You're correcting the errored

You're correcting the errored namesh triangles right?

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
It all looks "red" in the

It all looks "red" in the navmesh view and I have run then through the advanced navnesh tool with all checks turned on,but before I upload anything they will all be sent through the octimizer stage a couple of times.

There ain`t nothing serious to correct yet imo.

 

Sjors Boomschors
Sjors Boomschors's picture
Contributor
Offline
Last seen: 1 year 2 weeks ago
Joined: 07/21/2011 - 07:49
Karma: 811
I would like to help out with

I will do all the [ Z ] interiors.

Status = Still working on them

The CK gives totally random CTD’s when new NAVMesh is rendered.
It is a frustrating job to work around them...

Debugging the NAVMesh is hard work.

Shadow
Shadow's picture
Member
Offline
Last seen: 2 years 11 months ago
Joined: 12/11/2012 - 15:30
Karma: 1160
If you are unable to navmesh

If you are unable to navmesh a cell after a couple of tries, you need to keep a list for eloth so he can fix any broken meshes there.

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
I will be uploading the

I will be uploading the interior navmeshed "A" files in an archive over the holiday with a text file naming the ones that gave errors or did not mesh.

BTW using recast meshing works better than object or havoc.

Also still working on the Ashlands,it is getting better but still needs a lot of work.

 

Sjors Boomschors
Sjors Boomschors's picture
Contributor
Offline
Last seen: 1 year 2 weeks ago
Joined: 07/21/2011 - 07:49
Karma: 811
Status update

Here a status update on the [ Z ] interiors.
- Finished 13 – 22     ( Incl. NAVMeshes, Optimization, Cover, Finalized )
- 3 Empty worlds      ( No idea why they are empty, or included in master )
- Still 6 to do

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
SB, Don`t just pick the

SB,

Don`t just pick the interiors randomly because I have started from "A",so working one by one back from "Z" is better.

If you are not using it,use recast,then find the hide spots,then the octimize button before the final button,and any gaps left in the walk paths and ending before steps need filling in with more triangles or stretching.

Then if it saves with no errors there will be less work for eloth to do.

It will take a lot longer [ it is for me] but it will be worth it imo.

 

Sjors Boomschors
Sjors Boomschors's picture
Contributor
Offline
Last seen: 1 year 2 weeks ago
Joined: 07/21/2011 - 07:49
Karma: 811
Yup, I just don’t like to get

Yup, I just don’t like to get pushed.
You work from [ A ] to Z, I will do [ Z ] to A.

Using the optimize button is something I don’t like.
It will make the simplest and smallest of NAVMeshes go broken.
It is strange but it does happen.

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
When navmeshing smaller

When navmeshing smaller internal regions like the camp yurts,in recast window set the region min size to 20 and the merge size to 20 for lager internals use the defaults.

I have only posted this because an error popped up advising me to do it.

Sorry SB,I did not intend that to sound pushy,I only posted it because so far it is working for me.

Sorry again,no offence was intended.

 

 

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
Cutting my way slowly through

Cutting my way slowly through the internals,but I might have to give up with ashlands external region because it is frankly driving me round the bend.

Once I have done a lot more internals I will give it another go if it still needs it by then.

 

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
Finished the interior "A"

Finished the interior "A" navmeshing,they will need further checking,but have added a text file to the archive noting the main problem cells.

http://www.mediafire.com/?xaaea5q3fdpl5zy

Starting on "B" now.

 

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
Some bad news,I finished

Some bad news,I finished B,C,D and E,but then I did a stupid thing,I undated to Windows 8 Pro.

It ported all of my files across from Win 7,but it has corrupted those files,and also messed up my skyrim install and my data folder.

So After re-installing skyrim and all of the skywind related stuff,I am now back to the beginning of B again.:(

 

Mehh
Mehh's picture
Member
Offline
Last seen: 1 year 2 weeks ago
Joined: 08/12/2012 - 10:38
Karma: 1478
Awww man, that sucls!

Awww man, that sucks! Something like that once happened to me when I was creating the Orc female npcs. I lost around 30 npcs, I nearly ragequitted lol.

Sjors Boomschors
Sjors Boomschors's picture
Contributor
Offline
Last seen: 1 year 2 weeks ago
Joined: 07/21/2011 - 07:49
Karma: 811
Today I finally finished

Today I finally finished NAVMeshing all the ( 19 ) [ Z ] interiors.
Please download the files below, check the work and merge it into the new master.
I will start on NAVMeshing the [ Y ] interiors.

Skywind NAVMesh Z Interior - 19 Done.esp

NOTE:
I added Navemesh ( Find Cover & Finalized ) + repositioning of the door markers.

Mehh
Mehh's picture
Member
Offline
Last seen: 1 year 2 weeks ago
Joined: 08/12/2012 - 10:38
Karma: 1478
Yeah, I noticed some of our

Yeah, I noticed some of our door markers are floating in the air, that's why sometimes when you exit or enter a building, you hear your self fall. Maybe we can have a tes5edit script to set all the door markers to the ground if it's too annoying? Or I could go through every single door markers and hit F lol

zilav
zilav's picture
Contributor
Offline
Last seen: 10 months 1 week ago
Joined: 11/26/2012 - 12:51
Karma: 1338
All markes are the same as in

All markes are the same as in Morroblivion. Either they are not soo good, or converted static models are lower so you end up above them.

grumpycat
grumpycat's picture
Moderator
Offline
Last seen: 4 months 2 weeks ago
Joined: 12/08/2012 - 06:41
Karma: 3383
I jump through doors all the

I jump through doors all the time. Why wouldn't you be falling when going through a door!?!

If it turns out that nobody else does, we could try and set all the positions lower for those markers via a script. But can't promise that even if we get them to be very close to the ground you still won't hear a faint fall :( Probably only the CK can guarantee absolute positioning to the ground.

Mehh
Mehh's picture
Member
Offline
Last seen: 1 year 2 weeks ago
Joined: 08/12/2012 - 10:38
Karma: 1478
Well if a tesedit script

Well if a tesedit script cannot do it due to differences in how higher the door marker differs from place to place, I suppose a macro could just fix them all by hitting F on them all. Oh, and as Morroblivion, if I recall you fell to the ground when entering places in Morroblivion too.

As I've said before, if this doesn't bother anyone else, I'm not going to be ocd about it.

Sjors Boomschors
Sjors Boomschors's picture
Contributor
Offline
Last seen: 1 year 2 weeks ago
Joined: 07/21/2011 - 07:49
Karma: 811
Door markers need to be set

Door markers need to be set correctly or the Navmesh is not going to work. I found that finalizing the Navmesh is impossible if the door marker is not in correct place.

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
SB is correct,if you try to

SB is correct,if you try to finalize an interior cell and any of the internal door markers [there are sometimes more than one] are not on a mesh [touching it] then it gives an error until you move the markers into position.

Imo if it has to be touching the ground mesh then getting a finalized cell with no errors should be ok.?

 

Mehh
Mehh's picture
Member
Offline
Last seen: 1 year 2 weeks ago
Joined: 08/12/2012 - 10:38
Karma: 1478
Have you tried hitting F with

Have you tried hitting F with the door marker checked and then tried to finalize it? F should place it on the ground.

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
Yes Mehh,that is what I

Yes Mehh,that is what I do,but first the marker must be moved over the navmesh as sometimes it is already on the ground but not resting on any mesh.

To move the marker I go out of navmesh mode into normal mode and move the the marker then hit "F" to put in onto the ground in the new position.

 

 

 

3PSQWERTY
3PSQWERTY's picture
Offline
Last seen: 6 years 1 month ago
Joined: 01/29/2013 - 22:10
Karma: 7
Not sure what to put here

Hi! I recently joined the project and I was talking with Trytonlee who recommended taht i come here to help wit interior navmeshing. I am wondering what is done, and what I can still help with. Thanks!

Mehh
Mehh's picture
Member
Offline
Last seen: 1 year 2 weeks ago
Joined: 08/12/2012 - 10:38
Karma: 1478
Well Ironman and Sjoors 

Well Ironman and Sjors  Boomschors need to fill out the spread sheet on the cells they've completed, but I think F to Y is free.

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
I will update the spreadsheet

I will update the spreadsheet when I have finished cells A to E and SB will proberlly update his entries later.

It will be at least a couple of days before I get A to E finished but will upload  an esp then.

QWERTY,anything from F up to X is free,but when you have done whatever cells you choose,update the spreadsheet please.

 

 

Shadow
Shadow's picture
Member
Offline
Last seen: 2 years 11 months ago
Joined: 12/11/2012 - 15:30
Karma: 1160
Hey Mehh, your spreadsheet is

Hey Mehh, your spreadsheet is view only. :)

Here, I'll update the spreadsheet to the best of my knowledge.  It's meant to show what is reserved, not what is completed.

3PSQWERTY
3PSQWERTY's picture
Offline
Last seen: 6 years 1 month ago
Joined: 01/29/2013 - 22:10
Karma: 7
Im starting on F

Hey. I talked with Ironman and i am going to start work on F if that's alright.

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
F is fine QWERTY,the Beth

F is fine QWERTY,the Beth video goes into a lot of hand stuff,but as long as the floor is meshed where the NPC`s can walk and there are no overlapping triangle it should be fine,the main thing is getting the cell to finalize and save without errors.

The Hide spots need checking,but that can be done with one icon click in the navmeshing bar.

 

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
I am getting really close to

I am getting really close to rage quitting.

Have started from A three times and saved after every finalized cell,the CK saves the esp with no errors,but as soon as I reload it after a break while working on the D cells the CK crashes out as soon as I try to continue on the next cell,in fact it refuses to even let me use any of the navmeshing tools from the bar or the top menu.

As soon as I click on the OK in any of the tools the CK just crashes out again.

Does the CK change anything on a re-load of the esp,?,if not then it should just let me continue,my esp is useless if I can`t add to it.

The only way it seems to work is by doing each letter without closing the CK,but that is impossible.

The CK must be totally full of bugs because it works with no errors sometimes,then changes something and becomes useless.

I had the same type of problems when using it for VC way back,it is unreliable.

 

Shadow
Shadow's picture
Member
Offline
Last seen: 2 years 11 months ago
Joined: 12/11/2012 - 15:30
Karma: 1160
Can you post your .esp

Can you post your .esp Ironman?

If I were you, I'd try just having a few cells per .esp and then creating a new one every so often.

Does your navmesh in that .esp work ingame?  If so, you're fine.  We just need to merge it and you can start on whatever letter you left off on with a new .esp.

Sjors Boomschors
Sjors Boomschors's picture
Contributor
Offline
Last seen: 1 year 2 weeks ago
Joined: 07/21/2011 - 07:49
Karma: 811
 I am very close to a rage

 

I am very close to a rage quit as well. The CK is having mouse issues at the moment. I can no longer create or relocate the NavMesh points with the same precision as before. For some strange reason the points now jump a set distance.

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
If you mean,does the game

If you mean,does the game load ok if the A navmeshing esp is ticked,?,then the answer is yes.

So assuming that the CK is not giving me the correct info,I will upload A again for merging and restart on B.

The reason for starting again at B is because,this time I intend to keep all the letters separated,that way the whole esp does not get corrupted.

 

Shadow
Shadow's picture
Member
Offline
Last seen: 2 years 11 months ago
Joined: 12/11/2012 - 15:30
Karma: 1160
Wait, no please don't

Wait, no please don't restart!  If the navmesh works in all the cells you did, it WORKS, and can be merged.  Don't do something again if it works ingame.  Just start again in a new esp wherever you left off.

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
Shadow,sorry I did not

Shadow,sorry I did not explain that properly.

The fact is that I have redone A and it loads into the game.

I restarted from B and got to D with a new esp,but that esp will not let me continue in the CK and does not load into the game.

But you can merge A when I re-upload it as that does not crash the game or the CK.

Sorry for my badly typed post.

 

Shadow
Shadow's picture
Member
Offline
Last seen: 2 years 11 months ago
Joined: 12/11/2012 - 15:30
Karma: 1160
Can you upload your broken

Can you upload your broken .esp then?  Perhaps there is a chance we can get it to work using TESV Edit?  I hate to see you lose all of that work.

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
I could upload the broken esp

I could upload the broken esp , but would rather just upload A and then make sure that the others work after re-meshing them.

A is the biggest anyway,so np.

New link to A below:

http://www.mediafire.com/?z0bu409xvumkbv6

 

 

Nobeus
Nobeus's picture
Member
Offline
Last seen: 5 years 3 months ago
Joined: 12/28/2010 - 12:28
Karma: 47
OK, here is , my Seyda Neen

OK, here is , my Seyda Neen Interiors ​Navmeshes http://www.mediafire.com/?u4igmh29uibg5o4

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
Balmora navmeshing link
3PSQWERTY
3PSQWERTY's picture
Offline
Last seen: 6 years 1 month ago
Joined: 01/29/2013 - 22:10
Karma: 7
What's up? (Not the 4 Non-Blondes)

Sorry guys, I have been REALLY sick for the past week and really busy with school before that. I have gotten NOTHING done, except install Skywind and get the map working. I read a bit about this ESP problem, but i'm not quite sure What's going on. Would somebody please key me in?

finndo77
finndo77's picture
Member
Offline
Last seen: 6 years 5 months ago
Joined: 02/13/2013 - 14:22
Karma: 16
I thought that was "What's going on?" ???

anyway, hello, I have come to try and not make things worse.  I have figured out that my web filter is preventing me from posting to this forum from my desktop by blocking the Captcha server communication.  I am hoping someone here will tell me that will go away after I have ### number of posts, as if not, this may be a bit difficult not being able to post from the system I am working from, but oh well, when was life ever easy?

I have started with the letter K, I only assigned myself one cell as a place holder, until I actually start working, then I will put my ID next to all the letter K cells.

I put up a message in the introductions section with some details about my setup, that may or may not be relevant to my helping out.

I have a small amount of experience with NavMeshing, but have enjoyed what I have done and dearly miss Morrowind, I've also watched a few youtube tutorials to figure out some other parts of NavMeshing.  I've reworked a few other people's mods and fixed the occasional pathing issue in the world space I came across in game.

I do have one question, anyone know how to move a single Nav Vertex node up/vertically?  I know how to drop it to the "floor", but how do you get it out of the floor when it is stuck underneath?  I have just been deleting it and recreating the triangle to resolve.

--------------

pay no attention to the idiot behind the keyboard...

Sjors Boomschors
Sjors Boomschors's picture
Contributor
Offline
Last seen: 1 year 2 weeks ago
Joined: 07/21/2011 - 07:49
Karma: 811
To move something up and down

To move something up and down ( press / hold "Z" button ).

finndo77
finndo77's picture
Member
Offline
Last seen: 6 years 5 months ago
Joined: 02/13/2013 - 14:22
Karma: 16
tried that, works in the editor, but not with NavMesh editing

once in NavMesh editing the controls are mostly different, you have to turn navmesh on or off to even select a normal object (at least the couple times I tried I failed when I forgot to turn off navmeshing.

 

the "Z" "X" "C" to move things along forced dimensions no longer works once in NavMesh mode, I'll happily try again though :)

any other thoughts?

---------------------

Again, ignore the idiot behind the keyboard, I think I may have had the test popup window open and it was not letting me do anything, but I doubt it.  Could just be stupidity  :)

 

eloth
eloth's picture
Moderator
Offline
Last seen: 5 months 2 weeks ago
Joined: 07/16/2010 - 06:12
Karma: 1233
pressing "f" worked for me

i dont think there is a function to raise vertices if they are under something

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
The rest of the B cells

The rest of the B cells excluding Balmora.:

http://www.mediafire.com/?rpcpnggxi818haz

 

ironman12345
ironman12345's picture
Member
Offline
Last seen: 5 years 4 months ago
Joined: 08/29/2011 - 18:29
Karma: 1557
Link below for the C

Link below for the C cells:

http://www.mediafire.com/?rqv5vkk89orl46p

 

Didact1
Didact1's picture
Member
Offline
Last seen: 1 year 9 months ago
Joined: 07/12/2010 - 16:42
Karma: 225
Dang it! Posted something

Dang it! Posted something about navmeshing then I see this forum post...

finndo77
finndo77's picture
Member
Offline
Last seen: 6 years 5 months ago
Joined: 02/13/2013 - 14:22
Karma: 16
a less stupid question?

ok, so I have finished a few cells, going in order, there were several "huts" and "shacks" that went pretty easy, so I do have a question that is not about how to use the Creation Kit  :)

how important is it for underwater Vertex nodes to be right on the bottom? can they float a bit of the bottom, as the NPCs should swim over them anyway?  I've been getting it very close to exactly on the bottom/ground of the underwater areas (current cell I am on is an underwater cave system, lots of fun).

also, I came across a test cell, kenstesthole, and two empty cells; however I believe that one at least is obviously an external cell name, Khuul, as most of the shacks under "K" start with Khuul{somebody's shack}, also Khartag Point, which sounds very external.  Not sure if those need to be changed/updated/removed or not, but I thought I would point them out.

Is there still a need for exterior NavMeshing?  I know we have a bit longer to finish the interior, and I saw some older posts about the exterior, just not much on the interior.

Mehh
Mehh's picture
Member
Offline
Last seen: 1 year 2 weeks ago
Joined: 08/12/2012 - 10:38
Karma: 1478
Exterior cells will need to

Exterior cells will need to be re-done. I generated a huge automatic navmesh for it a while back, and it's anywhere but complete. Towns need to be re-done, we also need prefered pathing, etc. The navmesh I generated was mainly for finding bad nif files that were causing ctds.

Also if anyone finds an empty interior cell like the WolverineHall, just mark it as blank, or leave it alone, you don't have to navmesh it, because nobody is ever going to go there.

Pages