MQ2Nav allows intelligent navigation and pathfinding in EverQuest. The plugin also includes an optional in-game overlay.
MQ2Nav relies on navigation meshes for each zone, which can be created with one click.
To make a mesh, use MeshGenerator.exe.
Meshgenerator tool to make and...
MQ2Camera by Brainiac
MQ2 plugin to manipulate the game's third person camera.
Currently this provides a distance option that lets you zoom the camera further away from your character.
/camera distance # [save] - Set a new maximum distance. Cannot be lower than the default max camera...
meshgenerator uses opengl. check for newer opengl drivers? haven't seen this issue come up before so I'm not sure what the problem would be. fonts are baked into the app so its really just a problem rendering quads.
Re: MQ2EasyFind: Crowdfunding with RedGuides ultra rares
Thats a pretty sweet navigation plugin you've got there ;)
Please consider donating via the link in my sig if you consider the ability to navigate autonomously useful and/or valuable.
The door is too far from the mesh. In the nav ui (ingame) under Settings, change the polygon search extents to 5.0 50.0 5.0 and it should work.
The polygon search extends compute how far from the mesh it is willing to search for a path. Be careful setting this too high, as navigating near the...
Its all through the mesh generator. Sorry for the lack of documentation. Use the mark areas tool to draw shapes on the ground to mark areas that you shouldn't path across
Removing tiles isn't a good way to mark areas for avoiding pathing. Use the mark areas tool and actually MARK the areas on the mesh you don't want to path through. Its much better.
down near the bottom
If you're talking about the auto door functionality, that will only click you typical standard door.
If you're talking about /nav door etc that will click any door object that you choose, even things that don't do anything if clicked. It works on things like the zone doors in guildlobby for...
You need to get latest zones.ini, there was a typo (check in the zip in the download link)
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This is the Y axis bounding box that I mentioned before. changing the cell height might fix it to some degree but introduce other problems if you're not careful. I woudln't recommend...
reduce the bounding box to only the areas that you can walk on. I think i saw this one too while just spot checking navmeshes. The part that matters the most is how high it is, so if nothing else, make sure the Y axis of the bounding box is as high as you can make it.
Just look at the mesh in the tool or in game. If you see mesh its pathable. If you don't then you can't path on it. Extra mesh horizontally doesn't matter, but you don't want stuff below your mesh or that sets the baseline and theres a limit to how far the mesh will generate above that baseline...