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Has anyone ran into an issue where the area INSIDE of a tower isn't generated? Or does anyone know why it wouldn't be in the final nav mesh? or even within the recast view?
From this screenshot it looks like I'm not even getting the indicies/vertices properly from wowmapper. Has anyone else ran into this problem?

Edit: Here are my parameters (Note: I do 16 tiles per ADT):
Code:
#define GRID_SIZE (533.0f + (1.0f / 3.0f))
#define TileSize (533.0f + (1.0f / 3.0f))
#define TileVoxelSize 1800
#define MinRegionSize 20
#define MergeRegionSize 40
#define CellSize TileSize / (float)TileVoxelSize
#define CellHeight 0.4f
#define WalkableSlopeAngle 50.0f
#define MaxSimplificationError 1.3f
#define DetailSampleDist 3.0f
#define DetailSampleMaxError 1.25f
#define WorldUnitWalkableHeight 1.652778f
#define WorldUnitWalkableClimb 1.0f
#define WorldUnitWalkableRadius 0.2951389f
#define WalkableHeight (int)ceilf(WorldUnitWalkableHeight / CellHeight)
#define WalkableClimb (int)floorf(WorldUnitWalkableClimb / CellHeight)
#define WalkableRadius (int)ceilf(WorldUnitWalkableRadius / CellSize)
#define MaxEdgeLen (int)(WalkableRadius * 8.0f)
#define BorderSize (int)(WalkableRadius + 4.0f)
#define TileWidth (TileVoxelSize / GridDiv) + (BorderSize * 2)
#define GridDiv 4
#define MaxPoly 1048576 / ( GridDiv*GridDiv)
#define m_vertsPerPoly 6.0f
#define m_keepInterResults false
#define m_monotonePartitioning false
rcConfig m_cfg;
// Init build configuration from GUI
memset(&m_cfg, 0, sizeof(m_cfg));
m_cfg.cs = CellSize;
m_cfg.ch = CellHeight;
m_cfg.walkableSlopeAngle = WalkableSlopeAngle;
m_cfg.walkableHeight = WalkableHeight;//(int)ceilf(WorldUnitWalkableHeight / m_cfg.ch);
m_cfg.walkableClimb = WalkableClimb;//(int)floorf(WorldUnitWalkableClimb / m_cfg.ch);
m_cfg.walkableRadius = WalkableRadius;//(int)ceilf(WorldUnitWalkableRadius / m_cfg.cs);
m_cfg.maxEdgeLen = (int)MaxEdgeLen;//8;(int)MaxEdgeLen;
m_cfg.maxSimplificationError = MaxSimplificationError;
m_cfg.minRegionArea = (int)rcSqr(MinRegionSize); // Note: area = size*size
m_cfg.mergeRegionArea = (int)rcSqr(MergeRegionSize); // Note: area = size*size
m_cfg.maxVertsPerPoly = (int)m_vertsPerPoly;
m_cfg.tileSize = (int)(GRID_SIZE / GridDiv);
m_cfg.borderSize = BorderSize;
m_cfg.detailSampleDist = DetailSampleDist;
m_cfg.detailSampleMaxError = DetailSampleMaxError;
m_cfg.width = TileWidth;
m_cfg.height = TileWidth;
// save the tile's max/min not the 3x3!
rcVcopy(m_cfg.bmin, bmin);
rcVcopy(m_cfg.bmax, bmax);
m_cfg.bmin[0] -= m_cfg.borderSize*m_cfg.cs;
m_cfg.bmin[2] -= m_cfg.borderSize*m_cfg.cs;
m_cfg.bmax[0] += m_cfg.borderSize*m_cfg.cs;
m_cfg.bmax[2] += m_cfg.borderSize*m_cfg.cs;
Edit 2: Looks like the door is closed, but there isn't a door there in game - anyone have any ideas why this happens? Below is the view from inside.

Thanks in advance!
~ Tanaris