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Modding Tutorials Information and tutorials related to modding BF2.

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Old 2012-04-17, 06:55   #11
ballard_44
Retired PR Developer
Default Re: [Tutorial]Creating AI support (co-op) for your Project Reality map

Plus, is there or did you create a valid StrategicAreas.ai file?

I don't believe Outlawz talks about that here.

Here a link to an old forum post that's now in a PDF file.
Anybody who wanted to learn read this at some point...try page 14 of 62

http://www.battlefieldsingleplayer.c..._Kysterama.pdf

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Old 2012-08-23, 09:37   #12
[R-CON]​Fastjack
PR:BF2 Contributor

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Default Re: [Tutorial]Creating AI support (co-op) for your Project Reality map

What version of python u using?
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Old 2012-10-17, 22:40   #13
ChickenPie75
Default Re: [Tutorial]Creating AI support (co-op) for your Project Reality map

Quote:
Originally Posted by [R-DEV]melonmuncher View Post
If the map is not correctly named in the Navmesh/work folder it will not run and will close instantly.
So for tad sae it should be NavMesh/work/tad_sae/GTSData also make sure you have uppercase and lowercase as it is in the levels folder.

>NavMesh/work/...


My NavMesh folder doesn't even have a subfolder named "work" to begin with, There is only
a folder named "NavMesh_SDK" and a bunch of stuff inside it.

Do I have to create a new "work" folder myself and then put the GTS data in it?
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Old 2012-10-17, 23:20   #14
[R-DEV]​melonmuncher
PR:BF2 Developer
Default Re: [Tutorial]Creating AI support (co-op) for your Project Reality map

Yeah create a work folder and the level folder.
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Old 2012-10-21, 19:21   #15
ChickenPie75
Default Re: [Tutorial]Creating AI support (co-op) for your Project Reality map

OK, I did exactly that. So now the directiory looks like "Battlefield 2\NavMesh\work\silent_eagle\GTSData

But still it's not working. I run the NavMesh.bat and type in the mod / map name but
nothing happens at all. And yes, I did edit the GenerateNavmeshLocal.py and GenerateNavmesh_mod.py files so
they reference pr_edit. So that cannot be the problem...

Also, when I run NavMesh.bat it's showing different command lines than compared to someone else's

for example:

Here is a screencap of my cmd when running NavMesh.bat



Compared to someone else's cmd



As you can see, it's missing the "Usage: generatenavmeshlocal.py" line in my cmd. Can you tell me what I'm doing wrong?


Plus, when I double click on the "generatenavmeshlocal.py" it opens up with a text document by default
(as someone else in this thread mentioned earlier), although I DID install python on my computer.
And when I right-click and select "open with python", a DOS window shows up for a millisecond and closes immediately.
Is this normal?
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Old 2012-10-21, 20:46   #16
[R-DEV]​melonmuncher
PR:BF2 Developer
Default Re: [Tutorial]Creating AI support (co-op) for your Project Reality map

Your navmesh.bat is fine it will work.

I think you haven't set your computer to open .py files with python by default and thats the reason it is closing.
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Old 2018-10-02, 22:03   #17
dunem666

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Default Re: Creating AI support (Co-op) For Your PR Map

is there any update to this as have been trying this for hours without luck.

running creatnavmesh.bat just does nothing.

Python 27 installed

dunem

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Old 2018-10-03, 04:14   #18
ALADE3N
Project Reality Beta Tester

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Default Re: Creating AI support (Co-op) For Your PR Map

Quote:
Originally Posted by dunem666 View Post
is there any update to this as have been trying this for hours without luck.

running creatnavmesh.bat just does nothing.

Python 27 installed
make sure you edit your GenerateNavmeshLocal.py and find this line at the very top

Code:
# Change the line below to the mod you are working on
mod = "pr_edit"

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Old 2018-10-03, 19:08   #19
dunem666

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Default Re: Creating AI support (Co-op) For Your PR Map

Thanks yes I have done this but still to no avail can't get it to work.

BFEditor will not open automatically either so wondering if its because of locaction of where its installed

dunem

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Old 2018-10-04, 06:42   #20
[R-CON]​Double_13
PR:BF2 Contributor
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PR Server License Administrator

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Default Re: Creating AI support (Co-op) For Your PR Map

Hi I guess ill shed some light on this topic as I mainly do navmeshing for coop now.

First off you have to make sure that the file extention .py is ran by python (2.7.14) and not by notepad++ or any other.

Time to get complicated. I do not use the vanilla Create Navmesh but I do use the vanilla Fix Navmesh.

The backing reason for this is that Dnamro's navmesh tool does not require the editor to launch to generate the navmesh. It also doesnt crash your regular PR game everytime it increases its cutsize while the Vanilla navmesher does. The fix navmesh from Dnamro does not work so i use the vanilla one and yet so far i have to see issues with using this combination.

You can find the tool mentioned above here
https://drive.google.com/file/d/1dwa...8PjhEUph6/view

But remember the .py files does need to be set to python or else this simply does not work.

look over this topic again and make sure you did not miss any step
https://www.realitymod.com/forum/sho...d.php?t=103902
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