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MQ2Nav Meshes

💾Software MQ2Nav Meshes 2019-11-13

wired420 updated MQ2Nav Meshes with a new update entry:

12/12/2025

〰️Commits​


Arcstone by Sic

- have waterfalls going up working
- - tested with several races and sizes from 1 to 10
- - this is unlikely to be "100% flawless, 100% of the time for 100% of your toons"
- the other meshes i've seen trying to address this didn't build off of the baseline mesh in the repository, nor work for any of my toons :'(
(4f39bf2) ~Sic

Read the rest of this update entry...
 
I know its not a perfect system but my characters seem to get stuck going up the second waterfall any pointers?
 
I know its not a perfect system but my characters seem to get stuck going up the second waterfall any pointers?
not really, it is definitely less than perfect, but *most* of my toons make it *most* of the time. i spent a good bit trying to get that to work as best as it could
 
not really, it is definitely less than perfect, but *most* of my toons make it *most* of the time. i spent a good bit trying to get that to work as best as it could
I know you did and thank you so much for doing it.
 
I know you did and thank you so much for doing it.
the future version(s) of the meshgenerator should help pretty substantially in a lot of places, hopefully that includes places like this
 
Is there any way we can get the old east commons and west commons meshes added to this for better EQEMU support?
 
What is the best way to go about adding a mesh to a spot on a map that has nothing? Ive done some stuff in the generator tool but I have no clue how adding mesh to blank areas work. thanks for any advice/help if possible
 
What is the best way to go about adding a mesh to a spot on a map that has nothing? Ive done some stuff in the generator tool but I have no clue how adding mesh to blank areas work. thanks for any advice/help if possible
you have to hit "generate" after making adjustments to what areas get generated
 
💾Software MQ2Nav Meshes

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