craig.biggs_ Posted February 24, 2012 Share Posted February 24, 2012 We're currently trying to use the NavigationMesh and pathfinding and having a few difficulties. In script I do NavigationMesh m = new NavigationMesh("mymesh.mesh"); m.renderVisualizer(); When I load my world I see the navigation mesh, however I also see logged NavigationMesh::create_polygons(): 8 wrong edges Which isn't particularly useful. As a result none of my PathRoute code generates any paths (well that's what I'm observing anyway) Is there any guidance/rules on building meshes that can be used as a NavigationMesh and what is expected. Currently I'm getting our lead artist to hack away at a mesh in 3DSMax to see if we can fix these problems but without any further diagnostics it's pretty hard to figure out what's actually wrong here. Link to comment
ulf.schroeter Posted February 24, 2012 Share Posted February 24, 2012 Technically this means that 8 triangle edges are assigned to more than 2 triangle polygons (maybe some degenerated 0-length edges or so). You should post your mesh for detailed problem debugging. Link to comment
frustum Posted February 25, 2012 Share Posted February 25, 2012 Don't share an edge in more than two polygons. Link to comment
craig.biggs_ Posted February 26, 2012 Author Share Posted February 26, 2012 Would it be hard to change the renderVisualizer such that these edges are highlighted in a different colour or you could log the coordinates of the verts where these edges are? Figuring out the shared edge cases in our meshes sounds like a time consuming process. Link to comment
dave.lannan Posted February 26, 2012 Share Posted February 26, 2012 Id personally like to see the NavMesh conversion provide appropriate indication to which verts are the problem. Then, either remove the verts and create a _usable_ NavMesh or appropriately fail. Creating broken data with limited feedback to the user is not useful to anyone. Cheers, Dave Link to comment
manguste Posted March 1, 2012 Share Posted March 1, 2012 Requirements for a mesh are added into docs. Sounds perfectly reasonable, but it's not likely our devs will have time to implement this in the nearest future, sorry. Link to comment
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