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NAVIGATION MESH Hub - Skywind

Submitted by Mehh on

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=0Av7hawUyP1pJdHBvQmcyc2Nqc2J4cU9LVkh0MGppOUE#gid=0

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-over-crossed-borders/

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.

 

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Last edited by grumpycat on 15 Mar 2014 - 04:43.

getting there, finally got a couple of easy ones after that underwater cave... now that was a piece of work... I learned more about NavMeshing than I knew before I started!

After that underwater cave, most anything seems easy!  It would not have been so hard, except for pathing tests, trying to figure out how to get an NPC to "swim" across a pit and out the other side when the entrance and exit are significantly higher up than the bottom of the pit.  Very easy once figured out, very hard to figure out, then I learned all about bad triangles as I had almost 200 errors needing fixed.

Even more fun, 1/3rd of the way through triangle fixing my daughter smacked teh keyboard and hit about 5 different hotkeys including one that made everything on the screen disappear, and changed all my pan and zoom speeds.  That was fun, although in the end I got some better settings that are making it easier to work.

 

-----update and question

I am having an issue with the next cell I am working on.  every time I try to generate cover the CK hangs and the windows busy circle keeps going round and round... with "not responding" added to the title bar.  should I try redoing the cell in a new esp file?  any suggestions for getting past it?

second question, I have a .exp version of my .esp file, no idea where it came from.  any thoughts? google was helpless...

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Report formids of such cells, they most likely have some corrupted meshes which must be fixed.

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Here are the "D" cells.

http://www.mediafire.com/?3ecctdpb6alebst

 

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ck crashes always when i try generate cover at the "ilnuibicarcasofthesaint" cell.

and i think in this cell there are missing objects/bridges at the northern part, which makes the navmeshing difficult.

so i will continue work at the other cells.

same cover generating problem "ilnubitaintedmarrow"

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Yeah, just skip it, and leave a note in the spreadsheet about it crashing. It sounds like there is a mesh with some bad collision, which can cause a ctd ingame.

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So here are the i-meshes:

http://www.mediafire.com/?bk8eebw8zi5owmv

the two cells  i was unable to generate cover are marked in the spreadsheet.

and i am not skilled enough to finish "indoranyon"-cell(the underwarter part of it)

but i upload it because i have done a lot of work , so another more skilled user can finish the work, sorry for that.

 

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here are the L-meshes

I do my best with all of these shipwrecks, take a look at the spreadsheat...

http://www.mediafire.com/?99puvpngdfmsr61

just hoping this is good enough...

 

edit : please feel free to give advices or something, otherwise i will continue :)

 

 

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jessup,

With underwater and multilevel cells [more floors],try recast meshing first,then go down to the bottom level and tidy the triangles and etc by dragging them to the walls and around static objects where possible.

In the recast mode window I use region and cell max settings of 6 and after tidying up each level I then use the advanced window to delete any overlapping triangles.

Then the cover points button usaully works for me followed by the finalize button. 

If that fails,try the havoc mode first [that will be a mess though],then use advanced and use cleanup and delete unwalkable.

That might delete all of the havok based mesh but,if so just do a recast on the same cell and repeat the first method.

 

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Tried working on F, was going fine and then something when horribly wrong. Its just not working. All my progress is gone. Ill try re-installing CK and Skywind; hopefully that will fix it.

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And again i have a problem with cover generating. i spend some time to isolate the meshing dots,which cause the crahs.There seems to be a problem but not because my way of navmeshing... everything is ok , but if i move the dots close to a specific wall( not extremly close) the ck crash. Is this a known problem?? if you want i can illustrate it.

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I am not an expert at this but if you are having any problems with cover points or the CK crashing when moving vortices or edges closer to the walls,then try moving them away [because NPC`s rarely need to go that close anyway],and if cover generation is crashing out no matter what you try,just finalize that cell and save.

If it does not give any errors during saving them it should be ok.

In my opinion internal navmeshing will never be perfect,and if problems concerning NPC` pathing show up later in the game then they can hopefully be fixed later.

 

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getting the following error:

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

Textures: Base

data\Meshes\Morrowind\clutter\candles\candle01.nif : Tri Light_De_candle_07 2 is missing an environment map

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

when loading cell KaushtababiCampAdibaelsYurt

 

on another note, should be uploading the K's this weekend.

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finndo77

getting the following error:

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

Textures: Base

data\Meshes\Morrowind\clutter\candles\candle01.nif : Tri Light_De_candle_07 2 is missing an environment map

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

when loading cell KaushtababiCampAdibaelsYurt

 

on another note, should be uploading the K's this weekend.


Yeah, we're missing some candles, but it doesn't really matter, since our candles are being re-done. Our current candles look like shit, because they're using Morrowind's nif/texture.
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I had four cells that appear to be empty, plus one with "Test" in the name, that was empty save for some weapons.  

Then I had two where the CK crashed everytime I tried to save after generating cover (doesn't it automatically do that when you save anyway?  If so, those can be considered complete)

And the last cell, I cannot get the test to make a green bar from start to end, as there is a section requiring both the player and any NPCs to "jump" at least 4 times to get across.  I get a green bar from finish to start, but not from start to finish.

All issues are marked on the spreadsheet.

Next up, at some point the CK changed my .esp to .exp (I think it happened during the crash while saving), if you rename it to .esp it will load in the CK.  I did this once, but it also happened again.  I believe all of the data IS in the .esp, but I have made both available just in case.

http://joelperryproductions.com/skywind/navmesh/skywind-navmesh-k1.esp

http://joelperryproductions.com/skywind/navmesh/skywind-navmesh-k1.exp

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Here you see the area which causes crashes, and with my not-crashing-navmesh.

perhaps this can help others.

look especially at the upstair section

http://www.mediafire.com/view/?ic1qj3ifgdr0bph

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the r-meshes

 

http://www.mediafire.com/?xo673v031v4509x

 

just having problems with shipwreckcell ,but i dont think there are npc "useable" at all...

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http://www.mediafire.com/?j6x0lrh6f85qihb

Navmeshes collection. Collect all links from this topic. 

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here are the g-meshes:

http://www.mediafire.com/?5bmv1902zhxa515

 

But i have to tell you guys, that i realized ,  my previous meshes must be revised,i think just the "cave" meshes. I trusted the function "display overlay"(for pathfinding npcs) ...

Now i know that it is vital to recheck...  with this green arrow thing( i hope you understand)

sorry for that, i am learning.

 

 

 

 

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jessup,

Like I said before,I am not an expert,but in my opinion,pathfinding for all of the NPC`s is not as important as just making sure that the meshing covers all walkable surfaces avoiding static objects like barrels etc,but continuing below dynamic objects like beds and chairs.

If the floors are meshed and static objects avoided then NPC`s will not walk into walls and other static objects,they need to go to chairs and beds so that they can carry out any functions built into the NPC.

And imo,as long as the floor meshing is ok,any added NPC can go anywhere depending on the functions required when placing that NPC.

So the only important thing is getting the meshing down with no errors after tidying up.

It is a bit like putting an object in the path of a blind person,if a barrel [static object] is moved onto a mesh then the NPC will just collide with it and continue the walking anim,but if the triangles beneath that barrel are removed,the NPC should just turn away or avoid it,but if we move an object then the space left by the move should be meshed again.

I have seen lots of mods where static objects are just dropped down onto the ground or floor,and the NPC`s just walk into them and get stuck,in fact in the main skyrim game it is seen quite often.

 

 

 

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Hmmm, who ever did the Seyda Neen interior navmesh, your Arrille's Tradehouse navmesh is way too close to the table up stairs, and it causes npcs to bump into the table and walk into it. The screenie kinda shows the issue.

http://i.imgur.com/6OWvC61.jpg

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back again with h-cells

http://www.mediafire.com/?7hq1g2o78ojmfmq

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Thanks! jessup,have you updated the spreadsheet.?

 

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A  stupid question perhaps , but is skywind to have followers like lydia in skyrim?

i am asking because i encountered a lot of situations for example the "natural stone bridges" in caves/dungeons, which are really hard (or for me in the "punammu -cell"impossible ) to create a functional navmesh. and no npc nearby who will need the navmesh in a normal gameplay situation.

thx for answers.

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I might be wrong, but followers are just following you,and the as the player does not actually need navmeshing to walk [he/she] goes anywhere,then the follower should just keep up with you.

The only NPC`s that need navmesh to chase or fight the player are the other non-follower NPC``s I think.

 

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Followers do actually need navmesh, every npc except you and dragons need it.

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I was hoping that followers did not need it,but as they do i guess we will have to work harder on the meshing.:(

 

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ok so i give the punammu - cell another try today. fortunately i have always created meshs with the idea of having a follower,puh :)

but if all will work correctly ingame is another question...

yeah creating navmeshs is pure fun ;)

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and here are the p-cells

http://www.mediafire.com/?ladwmp32agpft29

 

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and the maar - cells

http://www.mediafire.com/?xo673v031v4509x

 

i will take all the m- cells, but i am splitting them to maintain my motivation and to avoid a corruption accident.

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Thank you jessup. I'll keep track of those in the tracker for the next release :)

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Hey Digital, do we have a tracker for the next release yet?  Is it just the same old spreadsheet?

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same spreadsheet, new sheet :P  Pm'ed you.

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a little question, which should be asked a long time before...

how can you switch on or off the visibility of water in cells? i managed this by accidental hit on my keyboard .  please help me.

 

edit

find the answer by myself:)

it a lot easier now.

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Here are (from)mababi-(to) mat -cells

http://www.mediafire.com/?bfbiqtjr6vd5oq2

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tracked for merge !

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i am bit confused, but it looks like, that i posted  a wrong link for the maar cells

as i see, i posted earlier  r-cells again.

right link is:

http://www.mediafire.com/?1a0hwztm2vrx6od

sorry for that.

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Hello guys, my old hard drive is brokensad, but luckily I still had a copy of my early vivec navmeshes . It included navmeshes for almost all interiors of vivec. Here it is http://yadi.sk/d/SfYid40w3yygR

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thanks guys !

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the matusakin to mountcantcavern - cells

http://www.mediafire.com/?gud1odu8gg3ju9c

i will go ahead and finish the last m-cells, but i will skip the mournhould cells,

i think, finishing the main game cells is more important.

spreadsheet updated.

 

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Here are the mudan-mzulleftruin-cells

http://www.mediafire.com/?30uut87vvgaq9t0

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thanks !

I'll probably merge those in the next master.

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Until I get enough feed back to resume my work on the Speedtree conversion for Skyblivion, I will try to complete some more NAVMeshes for the interiors.

I claim the Y-interiors ones more.

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Reporting a missing mesh, Its not in the full package.
It would be nice to have this mesh in place.
We don't want NPC's going into lava.

morrowind\landscape\molagamur\lava\ma_lavaplane.nif

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I have just checked and you are correct SB, the ma_lavaplane.nif file is not there. It can be added and the complete file re-uploaded, but where can I get the nif file required.?
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Good question!
Apparently it does not exist within any TES game.
It must be added in later / a replacement item that got its name changed.

Missing:
in_lava_1024.nif << Missing
morrowind\landscape\molagamur\lava\ma_lavaplane.nif
Location of missing item is “Yanemusmine”.

Could be missing as well:
in_lava_1024_01.nif
in_lava_256.nif
in_lava_256a.nif
in_lava_512.nif

It does not look like the same sized item, some one need to look into this a bit more.

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Thanks for the info SB,but I do not have the skill required to get those missing nif`s into the files,even assuming that they can be found.

But when the Yanemusmine location is checked later for meshing internal/external ,maybe something will show up that someone else can correct.?

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Yeah, I've noticed that error too, didn't think much about it. I think that's the nif for the Morrowind lava, which we don't use anymore, we use the Dawnguard lava for now.

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If some one would like to replace the old lava planes for the new Dawnguard lava.

I think object [ dae_brazier00.nif ] needs to get looked at, maybe its collision mesh is none functional.

Morrowind\architecture\daedric\dae_brazier00.nif

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I will now claim to be working on NAVMeshing the W-Interiors and remaining V-Interiors.

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