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  1. brainiac

    Utility MQ2Nav 1.2.2

    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. Features Meshgenerator tool to make and...
  2. brainiac

    Utility MQ2Camera 2.01

    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. Usage /camera distance # [save] - Set a new maximum distance. Cannot be lower than the default max camera...
  3. brainiac

    Plugin - MQ2Nav Release Thread

    You need to run the directx 9 installer
  4. brainiac

    Plugin - MQ2Nav Release Thread

    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.
  5. brainiac

    Plugin - MQ2Nav Release Thread

    If you're using coordinates to find a target, use /nav target
  6. brainiac

    Article: MQ2EasyFind update: Mesh-less navigation + commandline!

    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.
  7. brainiac

    Plugin - MQ2Nav Release Thread

    Your mesh generator probably isn't pointed at the right folder and so its saving mesh some place else. Check the settings in mesh generator and make sure you have the mq2 folder selected.
  8. brainiac

    Plugin - MQ2Nav Release Thread

    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...
  9. brainiac

    Plugin - MQ2Nav Release Thread

    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 https://github.com/brainiac/MQ2Nav/wiki/Screenshots#mq2nav-navmesh-area-types...
  10. brainiac

    Plugin - MQ2Nav Release Thread

    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. https://github.com/brainiac/MQ2Nav/wiki/Screenshots down near the bottom
  11. brainiac

    Plugin - MQ2Nav Release Thread

    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...
  12. brainiac

    Plugin - MQ2Nav Release Thread

    hold shift key to move super fast
  13. brainiac

    Plugin - MQ2Nav Release Thread

    your mesh looks fine. Its connected all the way up the ramp. The mesh doesn't match the zone geometry 1:1 and so it clips that corner a little bit but it shouldn't matter.
  14. brainiac

    Plugin - MQ2Nav Release Thread

    i've got some light documentation here too https://github.com/brainiac/MQ2Nav/wiki
  15. brainiac

    Plugin - MQ2Nav Release Thread

    Yeah theres something up with that zone but I'm not sure what is going on. I played around with it a little bit and saw the same thing you're seeing.
  16. brainiac

    Plugin - MQ2Nav Release Thread

    You need to get latest zones.ini, there was a typo (check in the zip in the download link) - - - Updated - - - 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...
  17. brainiac

    Plugin - MQ2Nav Release Thread

    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.
  18. brainiac

    Plugin - MQ2Nav Release Thread

    MQ2Nav does a full stop and reset if the current zone changes. The behavior you're describing is likely the result of a bad macro driving it.
  19. brainiac

    Plugin - MQ2Nav Release Thread

    screenshot mesh in meshgenerator or send me mesh file - - - Updated - - - Yay!
  20. brainiac

    Plugin - MQ2Nav Release Thread

    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...
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