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 Attention FNV modders...

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TheLastTimelord



Posts : 166
Join date : 2015-04-18
Age : 27
Location : Kentucky

PostSubject: Attention FNV modders...    Mon May 18, 2015 9:39 am

If you're well versed with navmeshing, I may have a project for you, for your consideration. A mod I released on here is in desperate need of navmeshing. I myself am having trouble with this, and even made a post about it in hopes that someone could help me out. Unfortunately, no one seems to know how to fix the problem I'm having.

I'm nearly done with the last few additions and such, and am currently working on a different mod in my spare time which I would like to move onto. However, I don't want to release the final version until it's fully navmeshed and companion friendly. Since the problem I'm having with navmeshing is completely beyond me, I'm hoping that someone out there with the skill would navmesh it.

If you'd like to have a general idea as to what project this is, it's named Bob's Full Automotive Service, and the first version can be found here on the GUN. Granted, what I have completed now is drastically different from what you'll see posted here, it should give you a rough concept as to what I'm working with.

Feel free to PM me if you're interested in helping out. Thanks for taking your time to read this, fellow gunner's. Hope all is well.

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Eetterinakki



Posts : 771
Join date : 2014-07-30
Location : Winland

PostSubject: Re: Attention FNV modders...    Mon May 18, 2015 5:20 pm

So is there some technical problem with the navmeshing or do you not understand it?

There's a "NavMesh" option in the toolbar of the GECK, you can generate one there. It shows you the red triangles, which you can expand, remove, and so on manually. Try out the different navmesh generation options to see if you can get a better result.

I don't know how to make new triangles though, so far I've had to stick with improvising and stretching the existing ones because that works just as well - if you have enough triangles.

Essentially you don't need to "create" one, the GECK does that for you, you simply have to make it cover the right areas. Trust me, it sounds awfully complicated but once you find it it's actually one of the easiest things in modding, compared to scripts, dialogue etc.

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Sentience



Posts : 604
Join date : 2015-04-23
Location : New Vegas

PostSubject: Re: Attention FNV modders...    Mon May 18, 2015 5:47 pm

Navmeshing by hand is rather quite easy, I just had to hand navmesh an interior and exterior, which was interesting as I hadn't done an exterior before. Generating navmesh with the toolbar can be a nightmare, you have to go back and correct alot of the mistakes it makes itself at times.

If the mod isn't too big (meaning how many cells, exterior or interior, etc.) I could take care of that for you, wouldn't be much trouble. You could even tweak it after to your exact liking, I'd be happy with my name just thrown in the credits.

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Tesvixen



Posts : 3681
Join date : 2014-02-26
Location : United States

PostSubject: Re: Attention FNV modders...    Mon May 18, 2015 5:52 pm

The problem he is having isn't lack of understanding: the navmesh toolbar in the NV GECK doesn't appear for him. A number of bugs seem to have affected GECK thanks to recent Windows updates, its possible that this is one of them or related to one of them.

So this isn't about his know-how or willingness to learn. No navmesh toolbar = no navmeshing. TongueTril
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Posts : 604
Join date : 2015-04-23
Location : New Vegas

PostSubject: Re: Attention FNV modders...    Mon May 18, 2015 5:53 pm

I read that post too, and I have no idea what to do for that. I am just offering to navmesh for him. Thumbs Up

EDIT: Here is the updated version W/ navmesh for an example..
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PostSubject: Re: Attention FNV modders...    Today at 6:54 am

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