YouGroove Posted August 13, 2014 Share Posted August 13, 2014 Navmesh generation don't follow terrain and don't take account of scene static cubes or BSP level. ( Even increase Max Edg error to 1.5, still same problems) Stop toying and make games Link to comment Share on other sites More sharing options...
cassius Posted August 13, 2014 Share Posted August 13, 2014 theres been a navmesh bug since june at least on the standalone version of le3.2.The navmesh will not cover the whole terrain. amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
gamecreator Posted August 13, 2014 Share Posted August 13, 2014 Please confirm that the objects have navmesh inclusion set (I forget what the option is called but you can have the navmesh either include or exclude per item). And I assume you didn't raise the terrain after you generated the navmesh. If so, you'd need to regenerate it, I believe. Link to comment Share on other sites More sharing options...
YouGroove Posted August 13, 2014 Author Share Posted August 13, 2014 And I assume you didn't raise the terrain after you generated the navmesh. If so, you'd need to regenerate it, I believe. No i regenerated the navmesh several times without touching the terrain that is test terrain no real level work. About BSP the main big ones are static and have Nav obstacle "on". What is suprising is deleting the terrain we see the navmesh is broken also ( image below ) . In fact i have a very large cylinder BSP under all the terrain, but the navmesh should consider the maximum height could it be terain or BSP, perhaps this could caus Navmesh generation problem on terrain hills ? I added the simple map, so you can test the navmesh build. navmesh.zip Stop toying and make games Link to comment Share on other sites More sharing options...
Haydenmango Posted August 14, 2014 Share Posted August 14, 2014 I can confirm that this is some sort of bug. I just tested the map and got the same results. Navmesh isn't covering the csg boxes and it isn't following the terrain. theres been a navmesh bug since june at least on the standalone version of le3.2.The navmesh will not cover the whole terrain. This was fixed. - http://www.leadwerks.com/werkspace/topic/10033-nav-mesh-isnt-big-enough/ 1 Check out my game Rogue Snowboarding- https://haydenmango.itch.io/roguesnowboarding Link to comment Share on other sites More sharing options...
cassius Posted August 14, 2014 Share Posted August 14, 2014 Theres been no bugfix update for the standalone as far as I know unless my updater for 3.1 is the wrong one to use with le 3.2 amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
macklebee Posted August 14, 2014 Share Posted August 14, 2014 The problem shown in yougroove's map is due to the worldsize set in the scene's Root property. If you change the worldsize to 1024 and rebuild the navmesh, then it properly covers the csg and terrain. This is definitely a bug unless it was intentional for navmesh generation to only be applied to worldsizes of 1024 (which I cannot imagine is the case). Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
cassius Posted August 14, 2014 Share Posted August 14, 2014 my root is already on 1024.Made no difference. amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
macklebee Posted August 14, 2014 Share Posted August 14, 2014 Yeah cassius I was talking about yougroove's problem. Your issue sounds more like the standalone hasn't been updated to reflect that prior bug fix which appears to have not been properly fixed. Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
YouGroove Posted August 14, 2014 Author Share Posted August 14, 2014 This is definitely a bug unless it was intentional for navmesh generation to only be applied to worldsizes of 1024 (which I cannot imagine is the case). Yes, i deleted the first terrain of size 256*256 , and made one of 128*128 as i needed terrain smaller to cover a cylinder BPS under it. So it seems a bug if Navmesh don't take account of terrain changes. Stop toying and make games Link to comment Share on other sites More sharing options...
macklebee Posted August 14, 2014 Share Posted August 14, 2014 Yes, i deleted the first terrain of size 256*256 , and made one of 128*128 as i needed terrain smaller to cover a cylinder BPS under it. So it seems a bug if Navmesh don't take account of terrain changes. The navmesh isn't dynamic. If you change something that needs to be reflected in the navmesh, then you have to rebuild it. But the problem isn't the terrain size, its the world size. In LE2, the world size set the physics boundaries. In LE3, it appears to be also used in calculating the navmesh boundaries, except for some reason it fails to properly create the navmesh when the world size is larger than 1024. It looks like the problem is related to the original bug that was thought to be fixed: http://www.leadwerks.com/werkspace/topic/10033-nav-mesh-isnt-big-enough/ Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted August 19, 2014 Share Posted August 19, 2014 Yep, looks right when I change the world size to 1024. So something is amiss in the code there. In fact, this doesn't even have anything to do with terrain, it just fails in general if you change the world size from the default, with or without terrain in the scene. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
macklebee Posted August 19, 2014 Share Posted August 19, 2014 Yep, looks right when I change the world size to 1024. So something is amiss in the code there. In fact, this doesn't even have anything to do with terrain, it just fails in general if you change the world size from the default, with or without terrain in the scene. Yep. Just having one CSG box in the scene with a world size greater than 1024 will prevent the navmesh from being built. Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted August 19, 2014 Share Posted August 19, 2014 It looks like the navmesh is generating, but the height is sort of disregarded. Weird. It's not just the visual mesh, the AI navigation also does not work unless objects are placed flat along the y position zero. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted August 20, 2014 Share Posted August 20, 2014 I found that everything below the zero plane works fine...investigating more... My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted August 20, 2014 Share Posted August 20, 2014 Okay, I think this is fixed. Will do a few more things and then publish it. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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