Gamer4Life Posted January 7, 2015 Share Posted January 7, 2015 NavMesh rendered around most of my base for some reason and the AI will not move on it. Is there a certain way i'm supposed to have the terrain around my base in order for the Navmesh function/register? Quote Link to comment Share on other sites More sharing options...
nick.ace Posted January 7, 2015 Share Posted January 7, 2015 Is the checkbox checked for Navigation AI (under the physics tab for the base)? What type of physics shape are you using? If you are using a polymesh, then the navigation will not generate. Quote Link to comment Share on other sites More sharing options...
Gamer4Life Posted January 7, 2015 Author Share Posted January 7, 2015 I have Nav obstacle checked under physics if that is what you meant and it is a Box shape not a polymesh. Quote Link to comment Share on other sites More sharing options...
Gamer4Life Posted January 7, 2015 Author Share Posted January 7, 2015 anyone else have an Idea to fix this? Quote Link to comment Share on other sites More sharing options...
nick.ace Posted January 7, 2015 Share Posted January 7, 2015 I'm sorry I was busy. Is it made of CSG shapes or is it one imported mesh? Quote Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 The beta branch now has an update that will use the mesh geometry for navigation if the physics shape is set to "Polymesh". 1 Quote 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...
xtom Posted January 8, 2015 Share Posted January 8, 2015 You say you have Nav obstacle checked under physics but I think that should be unchecked if you want the AI to go on it? Quote Check out my games: One More Day / Halloween Pumpkin Run Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 Nav Obstacle should be checked. Quote 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...
Gamer4Life Posted January 8, 2015 Author Share Posted January 8, 2015 So Josh, you said the current beta version has implemented that if you have polymesh selected it will generate a navmesh on the object such as a box? Quote Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 Yep. Quote 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...
MarkusR Posted January 8, 2015 Share Posted January 8, 2015 u using this topic from you too. thats my problem now, what i do wrong? it was a house and this i had collapse. the ground at 2 level have no navmesh. edit: door must have min. 128 width Quote PC : Win 10 Pro 64 Bit , 4x cores ~2 GHz , 8 GB RAM , AMD R7 265 2D : Photoline , Zooner Photo Studio 13 , Art Rage Studio 3.5.4 , Ashampoo Snap 7 , ... 3D : Shade 15 Basic , Carrara 8.5 & DAZ Studio 4.8 , Cheetah 3D 6.3.2 , Via Cad 8 Music : Samplitude Music Studio , Music Creator 7 IDE : Leadwerks Engine 3.x , Unity 5.x , (Unreal 4.8.x) , AGK v2.x , Construct 2 , (Clickteam Fusion 2.5) , ShiVa 1.9 , Game Maker Studio , MS Visual Studio .Net , Android Studio , Monkey , ... Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 9, 2015 Share Posted January 9, 2015 I think the door opening isn't wide enough. Quote Link to comment Share on other sites More sharing options...
MarkusR Posted January 9, 2015 Share Posted January 9, 2015 Aggror, the player fit in but u are right, because the space at edges or wall it work with 1,5cm door width... Quote PC : Win 10 Pro 64 Bit , 4x cores ~2 GHz , 8 GB RAM , AMD R7 265 2D : Photoline , Zooner Photo Studio 13 , Art Rage Studio 3.5.4 , Ashampoo Snap 7 , ... 3D : Shade 15 Basic , Carrara 8.5 & DAZ Studio 4.8 , Cheetah 3D 6.3.2 , Via Cad 8 Music : Samplitude Music Studio , Music Creator 7 IDE : Leadwerks Engine 3.x , Unity 5.x , (Unreal 4.8.x) , AGK v2.x , Construct 2 , (Clickteam Fusion 2.5) , ShiVa 1.9 , Game Maker Studio , MS Visual Studio .Net , Android Studio , Monkey , ... Link to comment Share on other sites More sharing options...
Gamer4Life Posted January 9, 2015 Author Share Posted January 9, 2015 i updated to the Beta patch, and swapped the objects to nav obstacles and reapplied the navmesh and it still does not apply a navmesh to the objects/ground. Is there a specific thickness the object is allowed to be to have the navmesh applied? Because all my really thing objects have navmeshs, and any thing block does not have a navmesh. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 9, 2015 Share Posted January 9, 2015 The template here shows that the recommended door width leaves plenty of room for the navmesh to pass through: http://www.leadwerks.com/werkspace/topic/10016-mapping-standards/ Quote 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...
Gamer4Life Posted January 9, 2015 Author Share Posted January 9, 2015 http://steamcommunity.com/sharedfiles/filedetails/?id=372374934 Still can't get my navMesh to appear on the base structure. The base is plenty long enough to hold the mesh. I have the Beta version installed now and the objects all set to polymesh and nav obstacle. Any other clue why the navmesh is not appearing on the objects? they have plenty of width and it has rendered on the towers/stairwell in the towers, just not the main base structure. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 9, 2015 Share Posted January 9, 2015 Please provide your model file so other people can try it. Quote 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...
Gamer4Life Posted January 9, 2015 Author Share Posted January 9, 2015 how do i share the file over this? I just saved the bottom part of the structure as a prefab if that will work, but do not see an attach file selection. When i select my media it seems to just freeze the page. Quote Link to comment Share on other sites More sharing options...
Gamer4Life Posted January 10, 2015 Author Share Posted January 10, 2015 http://www.leadwerks.com/werkspace/files/file/571-need-help-cant-figure-out-why-navmesh-isnt-working-on-this/ Quote Link to comment Share on other sites More sharing options...
Josh Posted January 10, 2015 Share Posted January 10, 2015 You do not need to set the physics shape for brushes. They just work automatically. In the attached map I set the physics shape to None, reloaded the map, generated the navmesh, and it just worked. test.rar Quote 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...
Gamer4Life Posted January 10, 2015 Author Share Posted January 10, 2015 no clue what you did haha , i saved the old file and the new one you sent me back. I placed my old prefab and a new prefab of the one you send me with the navmesh. both have identical physics properties..... one navMesh is working and the other one is not. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 10, 2015 Share Posted January 10, 2015 Under the phyics properties, you have the physics shape set to "Box" and this is causing your problem. Quote 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...
Gamer4Life Posted January 10, 2015 Author Share Posted January 10, 2015 i saw that, but in the new map i selected both to none and it stayed the same... actually both were in box first... and the one you sent me still generated the navmesh, then i swapped them both to none and the one you sent worked the same. not sure what happened ...... i even saved it, exited out and reloaded and reran the navMesh with both with None selected for physics shape, and only the one you sent me generated the navmesh no worries though, i deleted mine, replaced it with your reran the navMesh for my world and it works fine now haha so thank you! problem fixed even though i have no clue why it was still failing on my end for my particular prefab. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.