Tweaking the Nav Mesh?

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited February 2013 in Mapping
Is there a way to tweak or otherwise provide hints to the nav mesh about what areas should be traversable and which areas shouldn't be traversable?

I'm having a problem with drydosity atm. There are a few narrow areas in the map that players can quite easily walk through, but they can't be cysted through and the AI units won't travel through them.

Comments

  • SmaugSmaug Join Date: 2011-05-23 Member: 100283Members
    Would be nice to know - I also have a problem with ARCs refusing to go through model doors and working doors (I haven't resized them or anything of the kind - factory setting doors)
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    You need to tweak the pathing_settings entity. Reducing the tile size can help alot. You could probably copy one from an official map, and look at the nav mesh, and tweak that if needed. The default one created by the editor has the kind of problems you guys are experiencing.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    golden rule of mapping: when in doubt, copy summit. that's what i did. then i tweaked until i got a better result for my map (i had steeper inclines and i cut the grid it used in half because it makes for more mesh coverage and doesn't affect performance)
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