Jason Campbell Posted October 26, 2017 Share Posted October 26, 2017 After changing terrain size, my navmesh only covers half the terrain. I'm using an older modified version of Daniel's walkabout. It covers all the structures and other meshes but only about a third of the terrain. Been messing with cell size, tile size and other setting to no avail. I found that it may have to do with heightmaps and terrain size but if anyone can offer anything, I would appreciate it. I really don't want to start over yet again. Thanks Quote Link to comment Share on other sites More sharing options...
Duion Posted October 26, 2017 Share Posted October 26, 2017 You have to change the Nav mesh to cover the area where you need it. Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted October 26, 2017 Author Share Posted October 26, 2017 Thanks, yes I know. I mean when I build the nav mesh it only creates a nav mesh on one third of the terrain. The nav mesh encompasses the entire terrain. I'm thinking I'm not going to figure it out. Quote Link to comment Share on other sites More sharing options...
Duion Posted October 27, 2017 Share Posted October 27, 2017 Also check if the height is correct and the rest of the settings. Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted October 27, 2017 Author Share Posted October 27, 2017 It seems to be for large meshes where it goes bad. This is why I didn't notice until now. I'd just make a small mesh to test areas. I'll keep messing with settings. Quote Link to comment Share on other sites More sharing options...
Duion Posted October 27, 2017 Share Posted October 27, 2017 How large is it? Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted October 29, 2017 Author Share Posted October 29, 2017 Just wanted to follow up that this problem is also in my stock 3.10 fresh build. I don't know whether this is a Linux problem but basically my terrain must be size 256 or lower. I can scale it but honestly for me a square size of 4 is about the limit for me if I want a good looking terrain brush size. Anyway, this could be a bug because I read this used to be a problem with Walkabout but was fixed somehow. This place is so dead lately perhaps I should email Daniel. Quote Link to comment Share on other sites More sharing options...
Duion Posted October 29, 2017 Share Posted October 29, 2017 I have a working NavMesh on one of my levels that is roughly 1 square kilometer big, meaming 1024x1024, never encountered any issues.Perhaps screenshots would help of the thing and your settings. Quote Link to comment Share on other sites More sharing options...
slapin Posted October 30, 2017 Share Posted October 30, 2017 I also have this problem with NavMesh and I'm on Linux too.The way to reproduce is to have terrain with forest on map, than have NavMesh over 256x256.If I open editor with such scene, everything is messed-up, I see lots of broken geometry on screen. If I decrease NavMesh size, the amount of broken geometry decreases and if NavMesh is under 256x256 it works fine. Looks like some corruption or type limits. I wanted to valgrind this, but had very little time for that. I don't know if NavMesh actually works when visually distorted, if I run in game mode bots behave the same. Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted October 30, 2017 Author Share Posted October 30, 2017 Hey slapin, Ok, that's exactly what happens on stock 3.10, however I don't think it saves correctly. It works even though the mesh looks like triangle fireworks going off. For my other project I'm using an older version of the Nav system, which is basically Walkabout. I'll check if it is tied to the forest object. Thank you for the reply, this leads me to believe that it is a namespace error. Quote Link to comment Share on other sites More sharing options...
Duion Posted October 30, 2017 Share Posted October 30, 2017 The visual glitches under openGL/Linux I noticed as well with the navMesh. Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted November 1, 2017 Author Share Posted November 1, 2017 Thanks Duion, this is most likely a problem on my end. Quote Link to comment Share on other sites More sharing options...
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