Fixing Navmeshes menu

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  1. #1
    berlinermauer's Avatar Master Sergeant
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    Fixing Navmeshes

    Hello Guys,

    Due to the Downtime of Blizzard, I motivated myself looking up that evil navmeshing.
    It basically works, but I experienced some problems, which I now, can explain seeing what meshDisplay does.

    a) Is it usual that there are some borders or is it my code?


    b) Does someone have good parameters, as it is too narrow as it is stucking in the church but on the other hand stucks on some walls.


    What do you think? Does it even look somewhat right?
    It is behaving totaly wrong (sometimes) and stuck on that vendor in the starting zone as it tries to walk over the wagon.
    As well as it is sometimes walking some kind of triangle instead of using the hypothenusis

    Any clues?

    Fixing Navmeshes
  2. #2
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by berlinermauer View Post
    Hello Guys,

    Due to the Downtime of Blizzard, I motivated myself looking up that evil navmeshing.
    It basically works, but I experienced some problems, which I now, can explain seeing what meshDisplay does.

    a) Is it usual that there are some borders or is it my code?


    b) Does someone have good parameters, as it is too narrow as it is stucking in the church but on the other hand stucks on some walls.


    What do you think? Does it even look somewhat right?
    It is behaving totaly wrong (sometimes) and stuck on that vendor in the starting zone as it tries to walk over the wagon.
    As well as it is sometimes walking some kind of triangle instead of using the hypothenusis

    Any clues?
    Maybe you should start from scratch instead of using the code you found on googlecode

    I used to use this mesh system, and I had many problems, now I use my own(still recast and detour based) and it works fine.

    It will take some time to develop but its worth it, and much easier to update when you know your way around your own code.
    Last edited by -Ryuk-; 12-29-2012 at 09:43 AM.
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  3. #3
    berlinermauer's Avatar Master Sergeant
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    Good Point I totally agree with. It is somehow my own code, as I started from scratch doing the reading of adt files, but lateron I simply saw that code and took out some handling or moreover flagchecks etc, so I know my code very well. I only used meshDisplay to see what's wrong with my mesh and now I see.

    I have to recheck for borders thats clear, but other misbehaviour is due to wrong parameters, maybe? Is there a post containing good / recommended settings?
    I mean the problem comes along with the fact, that it tries to generate the most efficient path, which is not what the Player would use, it would go midways moreover as well as following the ways

    Ignoring the ways the problem seems to be, that you cannot force a specific distance to the wall except by setting actor radius high. Then you unfortunately cannot move in buildings anymore.

    Edit: But why are those white lines? Am I maybe feeding recast a wrong range, or do I need to glue some part of another tile already there? (usualy I should not)
    Last edited by berlinermauer; 12-29-2012 at 10:32 AM.

  4. #4
    namreeb's Avatar Legendary

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    Generally you get those gaps between the tiles in one of three cases. Assuming you have one tile per ADT, you need to make sure that your bounds are exactly 533 + 1/3. You also need to provide geometry beyond your tile boundary. This is to make sure that there isn't some impassable object right next to the tile boundary. The simplest thing to do is to just pass in the eight surrounding ADTs. Lastly, your cell size must evenly divide the tile size.

  5. #5
    berlinermauer's Avatar Master Sergeant
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    That was it, because I didnt have geometry beyond my boundary.
    However I again have the same walking error, I am just wondering wheter I should post the video as my chars name is visible which is not good

  6. #6
    miceiken's Avatar Contributor Authenticator enabled
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    Hide the interface with Alt+Z

  7. #7
    namreeb's Avatar Legendary

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    Just because the mesh tiles appear to visually line up does not mean that they necessarily are lining up. I would check to make sure that your voxel size perfectly divides your tile size.

  8. #8
    berlinermauer's Avatar Master Sergeant
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    Meshing Fail - YouTube There it is. I don't know why :O

  9. #9
    namreeb's Avatar Legendary

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    That just looks like a parser problem to me.

  10. #10
    berlinermauer's Avatar Master Sergeant
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    What i am wondering about is, that when I am displaying the same as an .obj file in RecastDemo, everything works like it should, so it doesn't look like a parser problem.

  11. #11
    namreeb's Avatar Legendary

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    Well, from your video the mesh is obviously aware of the obstacles it is trying to navigate around or you would just be walking in a straight line. However it is cutting the corners when there is an obstacle on your right side a bit too tightly. My guess is that somehow you're not positioning those objects just right. If you're just visually comparing your parser's results to the game, since everything is probably shifted, it would not be apparent. What I would suggest is comparing the coordinates of the corner of a model in-game to the coordinates of that same corner of that same model in your parser's results.

  12. #12
    Flowerew's Avatar Master Sergeant
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    I assume you change the coordinates from WoW's coord system to recast's? Do you change them back when you navigate in WoW?

  13. #13
    berlinermauer's Avatar Master Sergeant
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    Well I am chaning from WoW to Recast and later from Recast to WoW.
    What is crazy is that I have to fix my Tilebounds to do it right:

    Code:
    var origin = Constant.WOrigin;
                bmin = new float[3];
                bmax = new float[3];
                bmin[0] = origin[0] + (Constant.TileSize * X);
                bmin[2] = origin[2] + (Constant.TileSize * Y);
                bmax[0] = origin[0] + (Constant.TileSize * (X + 1));
                bmax[2] = origin[2] + (Constant.TileSize * (Y + 1));
    And afterwards I have to do:
    Code:
    bMin.ToRecast(); ->
    public static Vector3 RepairRecast(Vector3 o)
            {
                Vector3 ret = new Vector3();
    
                ret.X = o.Y;
                ret.Y = o.X;
                ret.Z = -1 * o.Z;
    
                return ret;
            }
    I cannot tell why I need the lastest thing to get the right boundaries?


    EDIT: This is what I also do to the WMO!! The Problem is When I convert the Models from WoW To Recast I got wrong results, so I needed the upper routine.
    Thinking about It now, what it does, is, it rotates everything about 90° around the Up Vector and Inverts it's height. might be this the Problem? Otherwise the mesh looks errorneous in RecastDemo I remember.

    EDIT: I am wrong, It was only a call to the boundaries in WMO because I wanted to filter out unused models but I commented that filter out.
    Is it maybe only some wrong parameters in Recast? (Regarding the wall?

    If not, How should I "compare" such an Object? try to get one of those fences? (I cannot use a building, because I wont reach the starting point?)


    Edit: I compared WMOs, Seem to be O.K.

    @namreeb: What you saw was: I was having some kind of Waypoints it should follow. In that case you wouldn't really see that line. For testing purposes I removed the Waypoints, and: It really worked good, despite the fact of running against walls.

    What you have to be curious about is: My Waypoints are using the right door, however my Recast wants to use the left?! which is definately not the shortest way. Look at the end of the video, it is not able to build the path any longer. :O
    Last edited by berlinermauer; 12-31-2012 at 10:41 AM.

  14. #14
    berlinermauer's Avatar Master Sergeant
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    Would it be a solution if I use a bindiff (or something) on my mesh compared to a friend's basically using meshReader as well? In theory, he would have the same file but maybe some coord offsets (bytes would vary a bit?).

    Always 3000 Diffs in 4096 Byte sometimes little sometimes big differences. the only thing which is not differing may be the triangles.

    Getting even more Problems:
    I am unable to load the Tiles another user made. Detour status = Failure.
    Maybe he has another Version?


    Edit: I have an Outdated RecastLayer maybe. Can this be the Reason for those Errors?
    Last edited by berlinermauer; 12-31-2012 at 11:49 AM.

  15. #15
    ament's Avatar Member
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    What bordersize are you using in your config and are you setting the bounding box correctly?

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