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Guide - MeshGenerator.exe tutorial (1 Viewer)

After a little bit of working with nvidia drivers I got MeshGenerator to use about 50% of my Nvidia 3070. Anyone able to test it out with Nvidia Quadro to see if it runs smoother there?
 
And if you do improve on them, be sure to submit them to the mesh repo!
How does one submit them? I'm always afraid of running the updater in fear of losing all of my changes, some of which took *hours* to complete in both current and older zones.
 
You can do MRs to the git repo, but I'd like to have a better way. Whatever's easiest for now -- submit a thread, submit it to the repo...
 
can anyone help me out a bit: if i click ctrl+s it doesn't save anything in my folder but a "nameofthezone_doors.json" file. i cannot get the mesh generator to save a navmesh file. what am i doing wrong? thanks for your help
 
can anyone help me out a bit: if i click ctrl+s it doesn't save anything in my folder but a "nameofthezone_doors.json" file. i cannot get the mesh generator to save a navmesh file. what am i doing wrong? thanks for your help
I had a similar issue. For me it was that the file paths were not setup correctly. If I remember right, it has to point to the main mq folder, not the mqnav folder.
 
I found in the rg discord some talk about the mesh generator eventually being able to hide objects.
But I don't see that that's been done. If it has I'm not finding what I need to do to hide them.

What I'm trying to do is create a navigable mesh on the floor that is under the pillar objects in
The Gilded Spire control room area.

During the control room raid the pillars disappear occasionally and when bots are punted into the space where the pillar
used to be they just stand there off mesh.

Using the followme button will force them to move out.
Maybe a /moveto command would force them out too.

But it would be nice to be able to just build a mesh underneath the objects for when they disappear instead.
Is that possible?

One of the smaller pillars in question is shown in the picture.
 

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I found in the rg discord some talk about the mesh generator eventually being able to hide objects.
But I don't see that that's been done. If it has I'm not finding what I need to do to hide them.

What I'm trying to do is create a navigable mesh on the floor that is under the pillar objects in
The Gilded Spire control room area.

During the control room raid the pillars disappear occasionally and when bots are punted into the space where the pillar
used to be they just stand there off mesh.

Using the followme button will force them to move out.
Maybe a /moveto command would force them out too.

But it would be nice to be able to just build a mesh underneath the objects for when they disappear instead.
Is that possible?

One of the smaller pillars in question is shown in the picture.
You bumped a post on a out a tutorial using the mesh generator.

I don't think the new version that allows hiding certain objects is completed
 
You bumped a post on a out a tutorial using the mesh generator.

I don't think the new version that allows hiding certain objects is completed
Yeah, I'm sorry about the bump on the out of date post, I wasn't sure where
the best place to post would be, so I tried to keep it "mesh generator"
related vs posting on mesh updater or mq2navmesh discussions :(

Thank you for the reply Sic much appreciated.
 
Yeah, I'm sorry about the bump on the out of date post, I wasn't sure where
the best place to post would be, so I tried to keep it "mesh generator"
related vs posting on mesh updater or mq2navmesh discussions :(

Thank you for the reply Sic much appreciated.
I would try making a one-way offmesh connection allowing you to get out, but not go in. This should get your guys to move out of the area when they find themselves inside of it. However there is no "sometimes it is available, sometimes it isn't option" and it would be up to you to make it do what you want.

If they are in a chase type mode and you're manually operating someone you could get them to follow someone else out of the area. Then since it's only one way they wouldn't try to re-enter the area and would instead go around it when creating a new path around the area. Alternately using a hotkey to demand everyone navigate to a specific location outside of the pillar area. /nav loc blah blah blah

While I have not personally done this mechanic you're discussing in theory something like that would work and has worked in places like Tainted EW for example.
Offmesh links are not covered in my video. But it shouldn't be hard to find them or use them. The idea is that you can create a link from one section of mesh to another section of mesh where there is a gap between them.

Offmesh links can be used in situations like this or to make your character do thinks like jump off a ledge as a valid method of creating a path. I commonly use that sort of logic when there are no railings and getting down is much faster if you just drop down. You can also make it so you don't navigate the way other characters do by using them. Generally speaking Navigation will for example walk the full length around small ledges and cut corners as tight as possible. So using off mesh links, while not completely ridding you of the appearance of automated navigation, will make you appear less bot like when doing things like one way drop downs.
 
I would try making a one-way offmesh connection allowing you to get out, but not go in. This should get your guys to move out of the area when they find themselves inside of it. However there is no "sometimes it is available, sometimes it isn't option" and it would be up to you to make it do what you want.

If they are in a chase type mode and you're manually operating someone you could get them to follow someone else out of the area. Then since it's only one way they wouldn't try to re-enter the area and would instead go around it when creating a new path around the area. Alternately using a hotkey to demand everyone navigate to a specific location outside of the pillar area. /nav loc blah blah blah

While I have not personally done this mechanic you're discussing in theory something like that would work and has worked in places like Tainted EW for example.
Offmesh links are not covered in my video. But it shouldn't be hard to find them or use them. The idea is that you can create a link from one section of mesh to another section of mesh where there is a gap between them.

Offmesh links can be used in situations like this or to make your character do thinks like jump off a ledge as a valid method of creating a path. I commonly use that sort of logic when there are no railings and getting down is much faster if you just drop down. You can also make it so you don't navigate the way other characters do by using them. Generally speaking Navigation will for example walk the full length around small ledges and cut corners as tight as possible. So using off mesh links, while not completely ridding you of the appearance of automated navigation, will make you appear less bot like when doing things like one way drop downs.
Solid, I will learn how to setup offmesh links and see how that helps.
Still very new to toying around with the mesh generator.
 
I ended up building a version of meshgenerator.exe that ignores non-terrain objects for that raid. It's a half ass hack, but hey it works.

Gilded.JPG
 

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Guide - MeshGenerator.exe tutorial

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