tjheldna Posted April 14, 2015 Share Posted April 14, 2015 Is the navmesh supposed to be able to generate on an imported model with polymesh collision selected (also with the navmesh checkbox ticked). I cant seem to get that to work? Quote Link to comment Share on other sites More sharing options...
CreativeOcclusion Posted April 14, 2015 Share Posted April 14, 2015 I laid down a CSG mesh right above the floor and used that to generate the navmesh...I also could not get it to generate on the imported model... Quote Link to comment Share on other sites More sharing options...
tjheldna Posted April 14, 2015 Author Share Posted April 14, 2015 Thanks for confirming, Yeah I've been doing the same thing, but it's turning out that that solution doesn't scale very well. Quote Link to comment Share on other sites More sharing options...
Genebris Posted April 14, 2015 Share Posted April 14, 2015 I was able to generate navmesh on my cave models with polymesh collider without any problems. 1 Quote Link to comment Share on other sites More sharing options...
tjheldna Posted April 14, 2015 Author Share Posted April 14, 2015 Ok I did a test and found something really frustrating..... The navmesh check box needs to be checked to generate on the polymesh, that's fine I got that. If you change the collision type in the model editor then save it the setting, model settings such as collision type, navmesh, in fact ALL your settings from the "Appearance" Tab, "Physics" tab are reset to default for all instances in the world. If an instance is already selected in the Scene graph, it wont show this change till you re select it, which is what was happening in my case and why was thinking it should be working when it wasnt. So I have 50 instances of a model with various settings like "View Range" set to "Near", "Nav Obstacle" checked etc and I decide that a model needs to be updated, and need to save it again in the model editor, I'm going to have to go over every single instance in the editor and reset those settings all back. As map content increases, how the hell you supposed to manage that??? Artists have be able to update the model and physics component of the entity without effecting all the instance settings in the editor. Quote Link to comment Share on other sites More sharing options...
Josh Posted April 14, 2015 Share Posted April 14, 2015 I think if you reload the map, the model settings will be fixed. Also note you can now generate a polymesh collision shape in the model editor, and this is the recommended approach. 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...
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.