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Navmesh - Available areas

Submitted by EGKnight on

(If you wish to assist in Navmeshing, please send me a private message.)

Navmeshing jobs are separated into various regions of the map and exist as either "city work" or "overworld work" All navmesh jobs require understanding of the navmesh tools as well as ability to mark tiles and connect cells.

(City Work)

City work involves the navmeshing of the assigned city's world space and interiors, such as houses, castles, and shops. A city's world space requires preferred pathing along roads and other marked tiles, such as water and edge, as necessary.

  • Anvil
  • Kvatch - RejectedBlueapp
  • Skingrad - In Progess - GrimWeeder - Thread link
  • Chorrol - In Progress, Possibly Finished - Enter_77 - Thread link
  • Bruma - Complete - Rovan3011
  • Imperial City
  • Cheydinhal
  • Bravil
  • Leyawiin - In Progress - Devolved

(Overworld Work)

Overworld work involves the navmeshing of the Cyrodiil overworld. Due to the large size of the map, jobs are given by various regions.

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  8. EGKnight
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  10. Devolved


 

Karma: 4 (4 votes)
Last edited by EGKnight on 6 Jan 2016 - 14:36.

hello i have a question. how are you guys navemeshing cyrodiil if you don't have the actual worldspace?

i downloaded the skyblivion esp to help out or to see the work that needed to be done but when i checked tesedit there wasnt any cells or world spaces just other stuff...[External image]

Karma: 0 (0 votes)

calinsoyyo, we have the worldspace (I guess you are referring to Tamriel worldspace). Everyone here working on Skyblivion has access to it's worldspaces. The files are just not publicly available. In order to have Skyblivion assets (and get to test it as it is now - which is version 0.2), you have to help with it's development.

I don't know which esp you have downloaded but Skyblivion has meshes, textures, a master, and tons of other esps right now if navmeshing, facegen, armors, weapons, fixes, mods for Skyblivion and some other stuff are considered.

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I finished The Fringe some days ago, but my internet was down. Anyway, here it is.

Attachment Size
tes4sethefringe.esp 530.63 KB
Karma: 0 (0 votes)

hey lostjak. i guess i was really lost after all jajaja

anyways i understand now. so let me move on as to say do you need my help?

Karma: 0 (0 votes)

My area 5 progress, been doing roughly 100 cells per day, done 202 so far.

[External image]

Karma: 3 (3 votes)

Dude, you're the BOMB!

Karma: 0 (0 votes)

Hey guys. I've been making a map to track our whole progress in Tamriel worldspace, so we know exactly which cells have been navmeshed and, well, how many of them. I thought whoever follows this thread might like to see it, so here it is:

[External image]

Black squares are navmeshed cells, orange squares are cells that still need to be navmeshed when checking and fixing, and white areas weren't navmeshed either because they are other worldspaces or unwalkable slopes.

Devolved has claimed Area 4 before he went on his trip so he might be working on it. I'll be working on Area 2. Areas 1, 3 and 6 need to have doormarkers/pref path checked, and Area 8 needs to have it's doormarkers checked. Yazza told me he'll be checking Area 1 first.

Areas 7, 8, 9 and 10 are already merged. I'll be merging the others and updating this map as the areas get fixed. We're almost there!

Attachment Size
tamriel_navmesh_map_1.jpg 8.36 MB
Karma: 4 (4 votes)

Area 1 has been fixed, preferred path done, all door markers linked to the navmesh.

Attachment Size
claim_1_fixed.esp 7.08 MB
Karma: 3 (3 votes)

Keep up the good work! I'd love to be able to help, but I don't know much about Navmeshing. I'll still be lurking though in case other jobs pop up after navmeshing is complete though.

Karma: 0 (0 votes)

Gosh dang, I'm so proud of you all!  Really amazing work!

Karma: 0 (0 votes)

Area 3 has been fixed, preferred path done, all door markers linked to the navmesh.

 

Attachment Size
claim_3_fixed.esp 5.46 MB
Karma: 3 (3 votes)

Thanks! [External image]

Areas 1, 3 and 5 are clean now. No navmesh islands. Also fixed some navmeshing, and preferred pathed a bit more in Area 3. Fort Sutch navmeshing in Area 1 redone.

Fixed some more navmeshing and added more preferred pathing to Areas 1, 3 and 5. I've stitched them and they are now merged to the rest. When Yazza do his first check in Area 6, I'll remove it's islands, merge it and update the map picture.

Karma: 3 (3 votes)

Area 6, connected all door markers, fixed pref pathing.

Attachment Size
claim_6_fixed.esp 9.93 MB
Karma: 1 (1 votes)

Shivering Isles Caves A, all cells are Navmeshed. I've pathtested from pretty much every location, though it might still have some errors.

Attachment Size
shivering_isles_caves_a.esp 403.3 KB
Karma: 2 (2 votes)

Finished checking, fixing and removing islands from Area 6.

Fort Caractacus, the IC prison sewer entrance, the Bleaker Way village and Roland Jenserics Cabin didn't have their doormarkers linked to the navmesh so I manually navmeshed these regions. Same goes for Fort Scinia and the region outside Cheydinhal walls, and some other places that I forgot.

I've also merged Area 6 to the big esp. Now NPCs can walk in all the cells covered by Areas 1, 3, 5, 6, 7, 8, 9 and 10. Only Areas 2 and 4 to go now.

Karma: 2 (2 votes)

Finished claim area 4

 

Attachment Size
claim_4.esp 7.11 MB
Karma: 3 (3 votes)

I'm also amazed. Wow.

Karma: 0 (0 votes)

Really impressed guys. I thought I'll have to dish out yet another tool to convert Oblivion paths to navmesh ( and it still wouldn't be human-crafted quality ).

From my part, I'll be working on delivering some dev builds for quests + scripts + dialogues + ai packages, so stay tuned  ^_ ^
 

Karma: 2 (2 votes)

Jesus, are you guys manually navmeshing these or generating them?

Karma: 0 (0 votes)

@Mehh

In regards to exteriors, we're doing both. Generating and then manually correcting them, there's no other way to do it efficiently.

Interiors cells are mainly done manually, though we have auto-generated those as well, which can save time (But sometimes it's easier to do it manually)

 

Shivering Isles is officially done! Here is the final exterior ESP. Something which I noticed, there appears to be a random door marker in cell (9,2) on the path to a grave yard, I left it alone. It's not part of a building or anything.

[External image]

Attachment Size
claim_4_shivering_isles.esp 5.57 MB
Karma: 1 (1 votes)

Wow, that's really cool! I did a lot of Skywind's exterior navmesh in the past, it was just some shitty auto gen, and the CK crashed like crazy. The navmesh from the CK was actually a great way to find out what mesh is crashing :P. You just run the auto gen, see which cell it crashed at, and keep removing a mesh until it stops crashing! Haha! It actually helped us find out which meshes were buggy in Skywind.

Karma: 0 (0 votes)

Really? There was one cell that crashed repeatedly in the Shivering Isles. I tried about five times, before I gave up and just manually navmeshed it. Maybe it has a glitched mesh.

Karma: 0 (0 votes)

Need a cell's FormID or (x,y) to investigate.

Karma: 0 (0 votes)

Hey again everyone.

So, I've finished navmeshing Tamriel Area 2 a while ago, and in these last few days I have been removing navmesh islands from Tamriel Areas 2, 4 and Shivering Isles Areas 1, 2, 4. Yesterday I started merging and stitching everything and I finished it today.

I am happy to say that we finally have an esp for Cyrodiil and another for Shivering Isles worldspaces' navmeshes [External image]

Details

Spent hours pathtesting my prefpath in Area 2 (which is one of the most boring things to do), fixing broken triangles, and I've chosen to manually navmesh both Hackdirt and Weynon Priory as I know that these two are important places.

While merging the last Tamriel areas, I have fixed a bit of prefpath here and there, moved doormarkers closed to doors and fixed some navmeshing in landmarks when those were along the areas borders. Redone the IC bridge navmeshes.

There were a lot of whole island cells in Shivering Isles last areas, becoming completely unwalkable, due to how CK insists on unfinalizing cells randomly, so I've taken more time with these when cleaning. I've managed to refinalize them after identifying and removing islands through TES5Edit and CK. Also fixed and added a bit of prefpath where I saw it was lacking. I have found doormarkers in groups of triangles that weren't connected to the rest of the cells, along the areas borders, when stitching after the merge, so I fixed these.

What needs to be optimized (A Bible of boring stuff!)We've taken a lot of time doing this in the past months, an impressive progress has been made, and I can say it's pretty much functional. It's far from perfect though, as we had to be helped by CK in autogenerating cells, because manually navmeshing everything is definitely not viable. There will be issues, such as NPCs avoiding a straight line in a clear path, bumping into trees/rocks/walls or not being able to reach and open a door. Here is why, and what needs optimization:

• Unfinalized cellbridges

This is how a lot of cells in the last SI areas looked like when I went to CK to check and fix after cleaning the most apparent islands through TES5Edit. CK simply does that (not only in SI, Cyrodiil too) and we don't know why. We also don't know how to solve it. Even if you finalize and make all of the cell's sides green, as soon as the esp finishes being saved, there's a chance CK will unfinalize edges.

I tried putting all the triangle vertices in the same height in cell bridges (actually done this with all my cells in Area 2) to see if it would solve the problem, but it doesn't. Best thing so far has been to finalize edges that you see that are not finalized, even if you don't know if the changes will persist after saving.

There isn't any cell that is completely unfinalized in the esps now because I have fixed and removed every navmesh island, *but* I am sure there are a lot of cells that have one or more of their sides unfinalized.

How this will affect gameplay: NPCs may avoid a clear path and go all the way around to get to where they are going.

• Partially unfinalized cellbridges

Same problem, only partial. Some edges along a cell's side stay finalized, others don't. Again, best thing is to finalize edges that you see that are not finalized, even if you don't know if the changes will persist after saving.

How this will affect gameplay: NPCs may avoid a clear path and walk a bit to the side to get to where they are going.

• Disconnected cellbridge edges

There's a good amount of these amongst the cells too. I'd always fix them in my areas and while removing islands/merging, but I am sure I forgot some and I've seen a lot of this in all the areas. It's simple to fix, just extremely boring.

How this will affect gameplay: NPCs may avoid a clear path and walk a bit to the side to get to where they are going.

• Misconnected triangles

Simple to fix too, just extremely boring. When facing something like this, the nearest vertices should be merged.

How this will affect gameplay: NPCs may avoid a clear path and walk a bit to the side to get to where they are going.

• Preferred pathing, rocks and trees

I have tested the preferred pathing in my areas and Yazza has tested it in his areas and in the others, but while cleaning them and merging I could see that they could still get some improvement. If it works fine ingame most of the time, it shouldn't be a priority.

Rocks are usually responsible for making the autogenerated meshes ugly. Trees too, but not as bad as rocks. To make it so NPCs don't go bumping into rocks and trees, the only way is to clean the navmesh around/on top of them, making holes on the mesh like what I've done in Hackdirt and Weynon Priory. Doesn't take much time to fix navmeshes around rocks, but it's tiresome.

How this will affect gameplay: Unoptimized prefpath can make NPCs avoid a clear path and walk a bit to the side, or walk out of roads to get to where they are going, and rocks and trees with unoptimized navmeshing can make NPCs bump into them.

• Landmarks

I'd consider a landmark anything that is not an empty cell of grass and trees. In the first picture it's a wooden bridge somewhere in Area 6 that wasn't fully navmeshed by the autogen. In the second picture, it's a fort in Area 6 before and after I manually navmeshed it.

This probably is the highest priority when it comes to optimizing the esps in long term, on top of everything else. Houses, farms, stables, inns, villages in general, forts, Ayleid ruins, caves and mines regions, shrines, wayshrines, camps, simple wooden bridges, it would be ideal to get them manually navmeshed with time. I've tried my best for what my patience allowed to manually navmesh them with the same level of detailing that I have with other worldspaces and interiors when doing my areas, but I am sure I forgot some places, and from what I've seen when cleaning/merging, most of the landmarks in all the areas are not manually navmeshed. Takes time to fix, of course, if you are aiming for high quality navmeshing.

How this will affect gameplay: NPCs bumping into walls and objects, and not being able to: go in and out of stables and plantations, make a clear path through forts and ruins regions, interact with objects activators in shrines and camps, use staircases, cross wooden bridges etc.

• Doormarkers

This is kind of part of "Landmark". Doormarkers in worldspaces and interiors are far from the doors, most are not that bad, and some are really far like this one. Best thing is to move them closer to the doors, and of course make sure that they are linked to a triangle. Really simple and quick to fix.

Yazza has checked most of the doormarkers that show up in UESP interactive map when zoomed out, but I've encountered some that weren't linked or that were in islands when cleaning/merging, so it's best to check them all with time.

How this will affect gameplay: NPCs not being able to go in and out of interiors when doormarker isn't linked. NPCs performing the opening door animation far away from the door and spawning far away from it when coming from an interior/worldspace, when doormarker is too far from door.

• Navmesh holes below big mushrooms and trees in SI

If there is one surface on top of another, the autogen is usually going to navmesh only the highest one. It's not a big problem in Cyrodiil, but in Shivering Isles it's more noticeable. As it's flora is composed by those big trees and mushrooms, there are a lot of navmesh holes below trees and mushrooms that should be meshed, such as the one in the picture. Not really hard to fix, but tiresome.

How this will affect gameplay: NPCs won't walk below big mushrooms and trees and will go all the way around instead.

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I know I wrote a lot, but I think it will be useful in long term to have these informations here. I think I covered all the issues that exist in TES4Tamriel and TES4SEWorld navmeshing. Like I said, it is pretty much functional, but it would be really good to have these fixed with time, most importantly landmarks, that need to be manually navmeshed.

I made maps for Cyrodiil and Shivering Isles so you guys can see which cells and how many of them we have meshed. Really can't believe we finally made it. I'll be attaching the maps, the individual esps for the areas that I have cleaned and the esps for the whole TES4Tamriel and TES4SEWorld in this post.

Karma: 3 (3 votes)

This is looking fantastic! You guys are doing amazing work here. Keep it up!

Karma: 0 (0 votes)

Insurmountable amount of work! Thank you.

But damn, 85MB of navmeshes not counting other smaller worldspaces and 1800 interiors. 64bit CK can't come soon enough.

Karma: 0 (0 votes)

I think I've never procrastinated that much with a claim before. Finished checking and correcting VirtualViper1's amazing work on the tutorial interiors and IC Sewers. Corrected doormarkers, water triangles height, dropdowns, and ground navmesh where it was needed.

The whole Imperial City(all worldspaces and interiors) is walkable by NPCs now.

Attachment Size
tes4icimperialdungeonimperialsewer.esp 330.2 KB
Karma: 2 (2 votes)

Hey guys, sorry its been a while, spent summer being busy with rl!

Below are settlement interior esps  - just started work on Ayleid Ruins B and have a couple left in quest :)

Edit: should make it clear that these are all cleaned up, just didn't change the file names because I'm a muppet :P

 

Attachment Size
skyblivion_autogen_settlements.esp 231.86 KB
Karma: 0 (0 votes)

Panfloetenheini did this, but I corrected it. Very impressed, the dungeons in this aren't easy.

Attachment Size
shivering_isles_caves_b.esp 412.66 KB
Karma: 0 (0 votes)