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Question - eqnavigation mesh creation for TDS?

infadel

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Aug 20, 2014
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ok, trying to make some meshes for TDS for my own figurin' out of the program. is there some kinda cool tip so i can find the TDS zones on the EQnavigation map list?
 
I don't believe there's a filter for zones by expansion, but there aren't too many in TDS:

Arx Mentis
Brother Island
Caverns of Endless Song
Combine Dredge
Degmar, the Lost Castle
Katta Castrum: Deluge
Tempest Temple
Thuliasaur Island
 
Sony has made the zone crazy with geometry. Currently like only 2 zones can be rendered to work correctly
 
none of those names pop up in the app to select. does it pull from an ini? and if so...?? :)
 
It pulls them form the zones.ini in your mq2 folder. If you don't see the darkend sea in there paste this at the bottom then save it.

Rich (BB code):
[The Darkened Sea]
Arx Mentis=arxmentis
Brother Island=brotherisland
Caverns of Endless Song=endlesscaverns
Combine Dredge=dredge
Degmar, the Lost Castle=degmar
Katta Castrum, The Deluge=kattacastrumb
Tempest Temple=tempesttemple
Thuliasaur Island=thuliasaur
 
Thanks maskoi! If I get them working well i'll share..but honestly, unless it's just plug in sizes till the thing actually completes the map, i'll be at it a LONG time :P
 
Every time I've tried most zones it crashes before it finishes. Silly crazy.
 
The zones are too big, i think sony did it on purpose to bork mq2nav.
 
It's an issue with the older azone version that MQ2Navigation is based on.

They do some sillier things now a days, for example thuliasaur has two zones in it :P

./pfs l zon thuliasaur.eqg
Files with extension zon in ./thuliasaur.eqg:
thulblah.zon
thuliasaur.zon

Good job EQ devs!

We do have a new version of azone (https://github.com/EQEmu/zone-utilities) and it does handle the newer zones. (we even have a viewer now, see thuliasaur works :P http://i.imgur.com/xdMjtvE.png)
 
Integrating the new Azone into the EQNavigation part of MQ2Navigation is the problem. Some people have tried but gave up or we never heard from them again.

Anyone that has the skills to fix, update and improve MQ2navigaton we would pay pretty well to do it.
 
Oh, I started work on this a while back (before TDS) and got the impression it wasn't desired, so I left it incomplete...
 
After trying for uncountable days, blurred into weeks, I gave up on eqnavigation, not to mention I get LESS crashes on zoning without it! Hello Mq2AdvPath... I love you!
 
Integrating the new Azone into the EQNavigation part of MQ2Navigation is the problem. Some people have tried but gave up or we never heard from them again.

Anyone that has the skills to fix, update and improve MQ2navigaton we would pay pretty well to do it.

I thought about doing this once, and even downloaded the latest Azone code. I ended up getting side-tracked and worked on other projects... I'll put it on my to-look-into list again.

Edit: Come to think of it, it was the recast demo that I downloaded... The part that creates the mesh from the zone files... I'd like to get the original source code from that if anyone has it. With that, and the latest recast, I can probably make it work with a little effort (and some free time of course).
 
I guess....

- - - Updated - - -

You guys gotta let me know if it works. I know I haven't added the TDS zones to the Zones.ini, but that should be pretty straightforward. I'll definitely work on it when bugs come in.
 

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It crashes as soon as I try to open a zone. it's getting this error in debug

Unhandled exception at 0x00FBB556 in EQNavigation2.exe: 0xC0000005: Access violation reading location 0x00000010.
 
I fixed that, and I realized I gave you the debug version, so here is the release version. I think I found some more bugs, but the Royals are still playing and I must watch...
 

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I watched the whole game, lol, I'm originally from Kansas City.

- - - Updated - - -

It now loads the zone up, but as soon as I click build it crashes. This is what I get when I send it to debug in VS 2015:

Unhandled exception at 0x68566B2E (msvcr120.dll) in EQNavigation2.exe: 0xC0000005: Access violation reading location 0x41276B41.

Windows 10, i7 870, 6GB RAM
 
Yeah, I need to do some work on it. I'll do it after work today. I guess that's the reason I never gave it out....

Also, I'm from around there too. Lifelong KC fan, so don't expect *that* much work out of me =P.
 
So I figured out what was causing the crash, but I'm finding bugs left and right. I'll see if I can't work on it some more later. The real problem I'm running into is that I tried just to use recast (like the original) without really trying to refactor the code and mix STL into MSVC since I am more used to STL.
 
So I found out that azone has added a lot of features that I think I can use (in the past 3 months... they've been busy). I'll give you what I have right now, and it might work (I didn't really test it too extensively), but I'm going to start working with all the new features that should get me where I want to be faster.
 

Attachments

So I found out that azone has added a lot of features that I think I can use (in the past 3 months... they've been busy). I'll give you what I have right now, and it might work (I didn't really test it too extensively), but I'm going to start working with all the new features that should get me where I want to be faster.

I did read that eqnavigation.exe has an hardcoded limit of how big maps can be, and thats the reason why you cant build large maps. If you work around that hardcoded limit you could make maps with so much details, that you could navigate perfect anywhere (and the maps would have several hundred megabytes per zone probably). I did also read that the same hardcoded limit is in mq2navigation.

If you have the source of both, would that mean you could work around the hardcoded limits, so we really do have pretty detailed maps and the toons could navigate through narrow labyrinths ?

The following qoute is from an different site, and based on this information i wrote my question:

here is a hardcoded 4056 polygon limit to the mesh, there is a 6 to 10 line segment that comments out certain secondary mesh items like trees, stumps, and stuff like that to reduce the polygon count. But also along that same line sometimes eqnavigation(azone2) will build the zbase of the zone aswell as the actual zone so doubles the polygon count.

Would be pretty nice, just because what me really annoys most is that the puller very, very often just get stuck somewhere and die or toons on movement just run into buildings or trees and cant move further.
For my setup i dont care if a zonemap has 100-500 mb if they would be able to navigate perfect from a to b ;-)
 
I have a fully functional EQNavigation/MQ2Navigation using latest recast navigation and zone-utilities from eqemu.

I'm not satisfied at all with the accuracy of the path planning, even with a good nav mesh, so i've been rewriting it. I'm hoping to have it done in the next couple weeks.
 
Heh, if you are using the recast that's in the zone-utils repo, you'll notice that it fails to create meshes for a large chunk of zones (ie, the meshes are completely wonky). I've been trying to figure out why, but I've been distracted lately. If you try to build a mesh with something like underquarry, you'll see what I mean.
 
Heh, if you are using the recast that's in the zone-utils repo, you'll notice that it fails to create meshes for a large chunk of zones (ie, the meshes are completely wonky). I've been trying to figure out why, but I've been distracted lately. If you try to build a mesh with something like underquarry, you'll see what I mean.

If you give me a list of zones that don't work I'll report them to the dev. Or you can open an issue on GitHub (I see you have an open PR :P)
 
I haven't tried all that many zones, but it looks like the EQ zone builders like to put stuff to copy/paste at the bottom of the zone. The mesh creator doesn't seem to like that even though it gets the whole zone when it measures it. I'll look at some more after the world series. Maybe I should be using the master branch, but the map_view branch seemed to have a more sophisticated recast integration.

That PR is just because I think he forgot to commit the shader for the map_view branch =P
 
I haven't tried all that many zones, but it looks like the EQ zone builders like to put stuff to copy/paste at the bottom of the zone. The mesh creator doesn't seem to like that even though it gets the whole zone when it measures it. I'll look at some more after the world series. Maybe I should be using the master branch, but the map_view branch seemed to have a more sophisticated recast integration.

That PR is just because I think he forgot to commit the shader for the map_view branch =P

Okay, KLS thinks he sees why that zone isn't working right, but he still has to really fix another issue first, sadly he currently can't devout too much time to EQEmu at the moment. Please report any other zones you happen to find issues with!
 
If you give me a list of zones that don't work I'll report them to the dev. Or you can open an issue on GitHub (I see you have an open PR :P)

M O R E L L ' S C A S T L E is the most broken zone there is for this plugin!
 
sorry mask, that i have been out of commission. i will take a look at the stuff from eqemu site about what they did for integration of old coding into the new and take a look at the mq2nav plugin for the coding, but working 20 hours a day been taking its toll some might be a few days till i get some "spare" time to dig around.
 
Heh, if you are using the recast that's in the zone-utils repo, you'll notice that it fails to create meshes for a large chunk of zones (ie, the meshes are completely wonky). I've been trying to figure out why, but I've been distracted lately. If you try to build a mesh with something like underquarry, you'll see what I mean.

Yes, and I know why. I am using the very latest Recast and it is not a bug with recast.
There is a maximum number of tiles that can be created that is inversely proportional with the size of each cell. You need to make sure your tile size is not too small or you end up running out of space for tiles. Basically the cell index and tile index is packed into a single 32-bit integer. The number of tiles/cells determines the width of each within that integer. IF you have too many cells you run out of space for counting them, and it ends up stopping.

I've added a display in my EQNavigation to show you when you've created too many tiles, it'll be in that build whenever i release it. Easiest way to solve this is create bigger tiles, though.

edit: I may have conflated this with the eqemu mesh generator, but the problem exists in eqnavigation and i believe it is the same.
 
For me mq2navigation dont work that well because of the limit i think. Last night i tried it again in sebilis (Not to big zone, but with several "floors"), the movement was horrible ;) In the end i deactivated the Plugin again.

I must also admit, i dont get the difference between tile size and cell size, and dont really understand which numbers to take. Whats more important? Small tiles or small cells?
 
Question - eqnavigation mesh creation for TDS?

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