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View Full Version : [PRSP] What the hell is Navmeshing?


creepin
2009-06-25, 07:40
m'kay, some clarification :D

I'm not really a mapper, I dont know shit about mapping, only thing I'm good at is auditing maps for other purposes. So, thats what i'm doing, auditing maps for PRSP.

What does that mean?

Well first off i have to replace every static with a special Navmeshing static, that works well with the Navmesher engine. Then often enough i have to come up with a new Gameplay layout that works well with the bots.

So what does that look like?

This is what a navmesh looks like, a navmesh is the area where the bots will walk on, if they're not on the mesh they commit suicide, unless they're in an airborne vehicle, but thats another story..

http://img19.imageshack.us/img19/4982/kozelskinfmesh.jpg
By creepinshadow (http://profile.imageshack.us/user/creepinshadow) at 2009-04-22

Then I have to edit this navmesh in Maya or 3dsmax to connect parts on the mesh, where bots should actually be able to pass through...

For example here:
http://i153.photobucket.com/albums/s234/h_m_slayer/testing/koz4.jpg

The mesh is in a 90 degree angle, that's not good and the bots get stuck there

http://i153.photobucket.com/albums/s234/h_m_slayer/testing/screen354.jpg

So first i have to go into the BF2 Editor and move 1 static back a bit, so the edited mesh will not collide with that static, then i go into maya and edit that 90 degree angle, so its a bit less steep, and the bots pass without problems.

That's just a single excerpt from my routine. Usually there are up to 50 spots on a map that need to have the navmesh edited by hand. Once the navmesh is satisfactory, and the bots dont get stuck anymore, the map is released.

Obviously thats what the PRSP testing team's task is. They test the maps, and see if the bots get stuck somewhere on the map, and if there are other complications.

[R-CON]creepin out.

Gaz
2009-08-03, 18:02
Approved.

creepin
2009-08-03, 18:34
Funny thing, I didn't even post this lol, that's my post for the rcon showcase :),

awesome now I get my own PR highlight!!!

Scot
2009-08-03, 19:05
Woooo! Go CREEEPIN!

marcoelnk
2009-08-03, 19:14
Crazy stuff...would never dare to touch it :D

AfterDune
2009-08-03, 19:44
creepin;1101727']Funny thing, I didn't even post this lol, that's my post for the rcon showcase :),

awesome now I get my own PR highlight!!!
Oh really ;)

cyberzomby
2009-08-03, 22:14
Dang thats a lot of work! Respect for that. Its not the most fun work I can imagine.

HughJass
2009-08-03, 22:47
good god.

on behalf of all mappers, were sorry for mixing and matching statics together. it looks like a nightmare for you.

Outlawz7
2009-08-03, 23:16
on behalf of all mappers, were sorry for mixing and matching statics together. it looks like a nightmare for you.

Now you know why PR SP always comes months late after the MP release :lol:

MMad
2009-08-04, 20:24
Looks like you PRSP people deserve a lot more cred then you get. :)

Engineer
2009-08-05, 07:31
Yeah, I always thought the map auditing would be just walking all over and looking at things. It seems that its much more. Brings your work into completely different light.

Great work.

Outlawz7
2009-08-05, 09:41
One thing you forgot to mention there creeps, is that there are two navmeshes, one for infantry and one for vehicles. So basically you need to go through the same nightmare twice :P

Although the vehicle mesh is a lot smaller since it only gets generated on open spaces like plains and roads, obviously.

Hans Martin Slayer
2009-08-05, 12:24
Yep, that's what we're up against. :-)

TY2D2
2009-08-12, 08:55
I am not sorry for mixing and matching statics. :P

LithiumFox
2009-08-12, 20:32
why can't you just make NEW statics?

It's not that har..*stabbed by a mysterious figure*

*dead*

Poi_Medic
2009-08-13, 03:52
Nav meshing will take a lot of time t do, I remeber doing one for my assignment once. Hats off to you good sir!

gomimin
2009-08-13, 05:35
Great post creepin! I hope that a lot of "navmesh noobs" read it cuz it explains it in a short and rar but very understandable way - thank you


@LithiumFox - oops someone was already faster than me - knife was already in my hand - but too bad: now we can't expect that "How to just create new statics for easier navmeshing" post from you nomore ;-)

strongbird
2009-09-13, 22:58
jeeeeeeeez

Claymore
2009-09-14, 05:08
Holy crap, that seems to be one hell of a lot of work to do.

nutter308
2009-09-14, 13:17
You have my respect for having to sit there and go through that prcess for every PRSP map :-P