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Question - MQ2Nav pruning

Warl0ck45

Well-known member
Joined
Jan 31, 2014
RedCents
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Working on getting better performance out of some of my nav files while I wait for the raid guilds to progress further into TBL expansion, and stop stealing named (sigh)

I discovered a few zone files do not match with the ingame use. By this I mean for instance, Ethernere Tainted West Karana. There are instanced versions of it that have sections walled off. Well apparently the file (only seeing the one) is set up with these blocks... so they exist for MQ2Nav mesh files. Which means the pathing stops when running into this non existent walls... run toon past them, pathing works again.

Is this something that can be fixed using the pruning tool, and if so, how does one use it?
 
Unless there is an option for those types of instances in the plugin to select instance zones, I'm not sure its possible.

I don't even know how you would do this since it doesn't work like LDON instances which had different zone names. These type of instances have # instance id's that are temporary iirr for the duration of the instance. So they are constantly changing.

Someone who is a developer would know better though, I'm just guessing blindly here.
 
this is currently not fixable in the meshgenerator, but as i can understand brainiac is working on updating it, and this issue is on his list to look at and possibly fix.
 
How about making "walkable" areas that the plugin will actually use?

For instance in Demiplane of Life... the staircases are divided chunks... and no amount of making a walkable volume will get the pathings to traverse this. Is there a trick to it, or this wont work on places deemed unwalkable in the initial rendering?

I think I asked about this before when working on a Chardok mesh, but can't seem to find the thread to verify =/ If I recall correctly I could only get it to work in sections... rendering the mesh just as divided but... more or less moved the divide somewhat

Need more eggnog...
 
walkable areas wont create mesh where there is none, its just to mark cost of areas to walkl throguh so when the mesh calculates a route it will take those areas into consideration.

could you show one of these stair cases in demiplane of life, cause mine seems fine.
 
That is what I was thinking but again, never hurts to ask in case someone has managed to find a way to work around it.

I have tried various setting, this file one is from the mesh library, which looks to be using default settings. But it still highlights how the pathing leading down the pit has numerous breaks
 
ahh yes i dont have those on mine, its a setting with the agent heigh, since the height under those are less than 6
 
@Warl0ck45: In the screenshot above, it looks like the issue is the Height parameter. The ceiling is low where the doorway is. Try reducing the height parameter and rebuild.
 
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It looks to be pathing through the walkway areas circled above, but had to reduce the height considerably for this. It paths in the plugin. Pathing ingame looks to be snagging on things, so... either increase radius, or find trouble spots and make unwalkable/water volumes to divert pathing around trouble spots... (thinking out loud, sorry) but it appears to solve that issue, thanks.

Just to be clear on this, this is character height correct? I am basically telling the plugin to create a mesh for a 1.5 foot tall toon?

I had tried messing with height on other meshes but with little luck, the radius was issue there, didn't think to play with it on this mesh, was trying different slop and climb settings.

Sorry, I tend to check the boards when my insomnia is kicking in and babblt a lot...., I was trying to just "encase someone has a suggestion" thing, not trying to make an issue out of it. This works for most of what I want it to do, just the occasional hiccups like above, or the zone files not meeting with ingame as seen in CotF a lot. Just turned my shiny collector loose in Neriak to find it is walled off in several places, heh.

Appreciate the help though =)
 
i rran this with an ogre at one point and thought he get stuck at nything under 6 agent height but in tbm he didnt. so i dont know if its a fixed height, or some zones might be different.
 
Just to be clear on this, this is character height correct? I am basically telling the plugin to create a mesh for a 1.5 foot tall toon?

Yes. Basic idea is that it won't create mesh for areas your character would get their head stuck in the ceiling :P
 
Figured, heh.

Dealing with training for a long time and I find that even the stupid questions can be helpful at times.. never know when you might have a fundamental assumption incorrect =)
 
Question - MQ2Nav pruning

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