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  1. #16
    Edder's Avatar Active Member
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    How are you generating navmeshes Tanaris? Do you generate one tile per adt or more than one tile per adt (lets say 16 tiles -> 4x4)?

    Im saving the navmesh params and the tiles in my navmesh files and I think its the wrong approach, wouldnt it be better to have a navmesh params file and
    be able to load a navmesh with addTile when I need to.
    For now Im bound to one tile, I cant add more than one and cant see why.

    +rep for the help you provided me so far, thank you

    Detour - findNearestPoly fails
  2. #17
    guizmows's Avatar Banned
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    16 tiles per adt is a good way to do. Otherwaise you may have problems in big cities.

  3. #18
    Tanaris4's Avatar Contributor Authenticator enabled
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    Yea I do 16 tiles per ADT... Although I've been looking @ dtTileCache which would require probably 64 or 128 per ADT
    https://tanaris4.com

  4. #19
    Edder's Avatar Active Member
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    Ok, now I think I understand the correct meaning of tile...
    An adt (32_48 for example) is a tile of the whole map (continent), right?
    And when creating a navmesh of one adt, can the navmesh also be divided into tiles (16 for instance means 4x4=16 or 16x16 ?)

    I should make sure Im exporting the obj files the right way before attempting to make a proper navmesh, what about stormlib and patched mpq's, are patched mpq's also at client 3.3.5a ?
    Then wowmapper isnt maybe the right exporter for obj files.

  5. #20
    Tanaris4's Avatar Contributor Authenticator enabled
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    If you're doing 3.3.5a you don't have to worry about patches, that was introduce in 4.x I believe.

    And yes what you've said about 16 tiles per ADT is correct, it took me about a week to get mine working after I realized this
    https://tanaris4.com

  6. #21
    Edder's Avatar Active Member
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    Originally Posted by Tanaris4 View Post
    If you're doing 3.3.5a you don't have to worry about patches, that was introduce in 4.x I believe.
    Thats a relief.
    wowmapper for 3.3.x exports the obj with a little overlap, means that a few yards of the neighboring adt is also in the file. Is that a problem?
    Is it bad when navmeshes overlap eachother?

    Anyway, in recast demo I set the tilesize to (533.0f + (1.0f / 3.0f)) and for learning purposes I want one tile per adt, means I have to set the cellsize to (533.0f + (1.0f / 3.0f)) too?
    I tried that, but it isnt able to create a navmesh with these settings...

    Just for clarifying:
    m_tileSize is the size of the adt/obj file? In our case (533.0f + (1.0f / 3.0f))
    m_cellSize is the size of the navmesh created...

  7. #22
    Tanaris4's Avatar Contributor Authenticator enabled
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    So, when you pass all the obj data to recast, it's smart to give it a little bit extra of a border, that way it can account for additional objects etc...

    But, when you're generating your actual mesh, the tiles need to be perfectly lined up, they can't overlap.
    https://tanaris4.com

  8. #23
    Edder's Avatar Active Member
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    I just looked into wowmapper code, and it exports the obj file with a border of tileSize / 16, so I need to generate a navmesh in that obj file, starting on x at tileSize / 16 and y at tileSize / 16 and the tilesize has to be 533.0f + (1.0f / 3.0f) and cellSize = 1 ?
    I just want to create one tile per adt for beginning, how to do that?

    When I create all tiles that way, they must line up perfectly, they arent pretty good navmeshes though, but its a start I guess...

  9. #24
    Edder's Avatar Active Member
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    OK assuming this is my obj file:

    Detour - findNearestPoly fails-navmesh97ecm-jpg

    How to extract the navmesh with a tilesize of 533.0f + (1.0f / 3.0f)?
    To make it line up perfectly with the next tile?

  10. #25
    counted's Avatar Contributor Authenticator enabled
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    I had a similiar problem. I have 128 tiles per wow ADT. The calcTileLoc function for bmin and bmax alwalys returned one tile to look at and the poly I wanted was in one of the adjacent tiles. I expanded the tile search by 1 in each direction which has worked for me. I am some how inducing a rounding error somewhere but I can not find it and this fixed my problem.

    // Find tiles the query touches.
    int minx, miny, maxx, maxy;
    m_nav->calcTileLoc(bmin, &minx, &miny);
    m_nav->calcTileLoc(bmax, &maxx, &maxy);

    minx = minx -1;
    miny = miny -1;
    maxx = maxx +1;
    maxy = maxy +1;


    -counted

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