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Question - MQ2Navigation/EQNavigation.exe documentation

tambo

New member
Joined
Oct 15, 2013
RedCents
Hi all

Is there any documentation for the navigation stuff? I have seen the page on MQ2Navigation with the various command line switches but not really anything on EQNavigation. I have read through every thread that I could find using search on the website + in Google but there doesn't seem to be a lot about how to use EQNavigation.exe. I have seen recommendations on cell size (.50) and Tile Size (64) (from http://www.redguides.com/community/showthread.php/25194-MQ2Navigation-Zone-Mesh-Files) and I have tried fiddling around with those and trying different amounts but MQ2Navigation just isn't working like I think it is supposed to work. I saw something on another thread where somebody said that it was working great now he had put in corner waypoints but I can't see how you do that - I looked at one of the .bin files I have created but it is just a binary file, no obvious place to put waypoints.

The reason I ask is I'm trying to generate a mesh for Mechamatic Guardian. There was one posted for MG in the thread I linked above but the link is no longer valid. I've got my mesh generated OK I think but it doesn't seem to be handling the Z axis. If you are familiar with the upper levels of MG, there are a lot of ramps round the outside of the rooms. I'd like to be able to pull from the tops of those ramps using kissassist puller. When I try to turn it on (load the mac + have the MQ2navigation plugin loaded) my puller freaks out and starts zooming backwards and forwards near the bottom of the ramps. If I try use /navigate target with one of the mobs at the top of the ramp selected the char just runs into the wall at the bottom of the ramp directly below where the mob is i.e. it doesn't seem to be using the mesh in any way to work out that it needs to go up the ramp. I notice in EQNavigation there is an agent section that seems to have something to do with slopes etc. but I'm not sure what to change these to or even if they would have any effect (somebody said in one of the threads I read that they don't seem to do anything).

I'm sure I'm just "doing it wrong" but I can't find out enough information to get any further. Does anybody have some hints on how to get this set up (or even a working .bin for MG if you have one)?

One other thing that may be related, in the MQ2Navigation forum @ macroquest2.com one of the last posts is about it not culling invalid Z axis objects. Somebody posted a fix for it but obviously without the source for the MQ2Navigation in the Vanilla compile I'm unable to see if this fix is incorporated. I mention this because I have noticed that EQNavigation is showing stuff outside of what I would think is the "normal" zone and it looks very similar to the screenshot from before somebody posted that fix. I may be barking up completely the wrong tree though!

Thanks in advance for any suggestions, they would be much appreciated.
 
I'll defer to someone who knows more, since I just recently started using MQ2Navigation. All I've done is set up a zone simply by loading it in EQNavigation and making a "start" point at the beginning of the zone, and an "end" point a bit further away than my camp radius, then I clicked build. That's it, and now my puller is running around, opening doors and so on.

I'm sure there's a way to make it more complex, and open doors better (my puller is terribly slow with doors) so you can include me in asking for more documentation.

Teichou would surely answer you since he set up all of our zone files, but he's currently traveling.
 
Ah - now that is potentially something I haven't done Red, my reading of the documentation (or maybe another thread) was that the start and end points were for testing whether your mesh was actually valid in terms of path finding not that it has any effect on the mesh that is created. There are a fair number of non-obvious tick boxes so not really sure which ones to press. Hopefully an expert like Teichou will be able to point us in the right direction, no major rush so maybe he can enlighten me when he gets back.
 
Our MQ2navigation has the Z fix posted @ mq2 dot com. I just posted the source code a week ago but its down now. Mq2navigation breaks down on really big z axis. e.g. plane of knowledge. I have to get a toon to run correctly from the ground level into the library and vice versa.

Attached is Very Vanilla MQ2Navigation source

Also EQ & MQ2Navigation are real frankenstein plugins there is very little if any documentation that exists..
 

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Thanks for the updated source Maskoi. I'd already read that thread unfortunately Red, I think that is where I picked up that the slope stuff doesn't seem to do much. I'll hang fire until Teichou is around again and hopefully he can help me out.

You could also be on the money Maskoi about problems with large Z axis. Due to the way that MG is laid out it is very large from top to bottom what with the 5 different levels so maybe it is that which is tripping it out. I guess I should have picked an easier target to start off with!
 
From what I know about how mesh works... The a zone with all the levels your looking at your going to make to have as much detail as you can... What I do is I turn off preview and set the settings as fine as they can go that might help... It will take some time to build the mesh... Just set it to build over night and walk away.... When I get home I'll take a closer look but that won't be for some time
 
Question - MQ2Navigation/EQNavigation.exe documentation

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