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MQ2Nav Meshes

Software MQ2Nav Meshes (1 Viewer) 2019-11-13

Joined
Jul 9, 2018
RedCents
1,050¢
@wired420 Mesh report: the mesh in Kaeltwo include a disconnected area near Cobalt Scar that doesn't allow navigation between zone-in from EW and CS. I added a walkable path between the two meshes (quick, easy fix) so I can nav between them. File is attached. I never did much in this zone, so it doesn't have any other changes compared to the original, but it is convenient if you're just passing through.
 

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  • kaeltwo.navmesh
    1.2 MB · Views: 1
Last edited:
Joined
Feb 15, 2022
RedCents
977¢
So I never saw this thread before, can we submit the mesh changes we have made to address issues we have come across in specific zones that help alleviate pathing concerns? I have made some changes for several ToV zones, that I see have also been submitted in this thread. Are the ones submitted, make the general repository for download, or are these completely independent meshes people have made available to try out?
 

Sic

[sic]
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Joined
May 5, 2016
RedCents
30,087¢
So I never saw this thread before, can we submit the mesh changes we have made to address issues we have come across in specific zones that help alleviate pathing concerns? I have made some changes for several ToV zones, that I see have also been submitted in this thread. Are the ones submitted, make the general repository for download, or are these completely independent meshes people have made available to try out?
The updating and adding stuff is good, but it isn't a free for all "any mesh that is sent" gets uploaded, as I've seen people break zones to fix 1 area etc.

It is good to build off of current meshes, so areas can be fixed and added to, rather than started over
 
Joined
Feb 15, 2022
RedCents
977¢
The updating and adding stuff is good, but it isn't a free for all "any mesh that is sent" gets uploaded, as I've seen people break zones to fix 1 area etc.

It is good to build off of current meshes, so areas can be fixed and added to, rather than started over
That is what I typically do, build on the already existing mesh for certain zones where pathing is a little odd, disconnected, etc. RyGorr cave is a good example, there is a tiny spot where dead/alive mobs transition areas that is disconnected, and some of the ground spawns are unreachable, so I connected those areas.
 

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