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Guide - Newbie guide to using MQ2Navigation

  • Thread starter Thread starter Wolfborn
  • Start date Start date
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Wolfborn

I've seen a lot of posts lately on problems with MQ2Navigation.
I'm not an expert on it but I've come to a few conclusions and developed a few guide lines that have helped me to get MQ2Navigation working good with my teams.
First problem I uncovered was "No starting reference" or something like that.
It happened in Crescent Reach and I didn't have a clue about it so I started digging.

How to start and use MQ2Navigation.

MQ2Navigation is a program to overlay zone files with a grid of numbers (mesh) to allow characters to auto-navigate either through a defined path (don't ask me how to do that) or through a command to "navigate to". Using the numbers in the file the character can navigate around corners, down tunnels, up stairs etc.. on it's way to the target.

1. Open Mq2Navigation.
The file is located in the root /macroquest2 folder. The file is "EQNavigation.exe", not to be confused with MQ2Navigation which is the actual plugin.

Navigation1.JPG

Just double click it to bring up the MQ2Navigation window. From experience I'm going to recommend that you kill all other programs running on your PC before you start MQ2Navigation. I'm not sure what language it was coded in but it's a hog. I recommend going full screen when using it (ALT+Enter)

2. Set the folders.
Before you do anything else, hit the TAB key to bring up the folder selection routine. This only needs to be done once so if you've already gone through it then you don't need to do it unless you want to change source and/or destination folders. When asked to find the MQ2 Folder, be sure and select the root folder, /macroquest2, and not the MQ2Navigation folder, /macroquest2/MQ2Navigation. The software automatically finds or creates the /MQ2Navigation folder.

Navigation5.JPG

3. Select the zone you want to render.
Click on the words "Choose Zone..." to bring up the zone selection fly out. Word of advice. They are not real buttons but more like sensitive areas that respond to mouse clicks. They are flaky and often need to be clicked several times as well as moving the mouse around to find the sweet spot. This becomes worse when you have a big zone loaded or have already processed a few zones. If it becomes too bad. Shut down and restart the program. If that doesn't help, reboot the computer. (My system is pretty healthy. i7-3930 at 4.2ghz, 32gigs RAM, 2x SSD in Raid 0, 2x GTX680 and it still get's very sluggish after rendering a zone)

Choose file2.jpg

In my example I'm going to render Goru'Kar Mesa as it's a common zone and quite large.

After you've selected your zone it will render on your screen and look like this:

Goru'Kar Mesa pre render.jpg

At this point you've got a 3D render of the zone. You can use the W-S-A-D keys along with the mouse (hold RMB) to fly through the zone. It takes a little to get used to the movement but you can fly in and around all things in the zone, fly down tunnels, into buildings etc.. Use the "SHIFT" key to go in to turbo mode while flying. I typically fly through zones I'm not familiar with to get an idea of the layout, where to turn, what tunnel to take to get where I'm going etc.. (you can fly after you render the zone too. It's even more helpful then)

4. Create the Mesh.
Here is where the program will generate the "mesh" or data that the plugin will use to navigate your character.
After you select the zone and it get's rendered you will notice some controls pop up on the right side. Like I said, I'm not an expert and I can't tell you what each control does. I do know that the two we need to be concerned with are "Cell Size" and "Tile Size"

Controls.jpg

To get the mesh to render we will push the "Build" button but first we need to adjust the Detail. The Cell and Tile size. Here is where I think many people get it wrong. I see the settings mentioned "Cell Size 0.50 and Tile Size 64" as the holy grail.
If I render Goru'Kar Mesa with those settings this is what I get.

Goru'kar Mesa 50-64 small.jpg

Notice how the blue mesh does not cover the entire zone but the render cursor is at the very low right corner? This is why I was getting "No starting reference" when I had my group in that zone. My puller wouldn't pull or would run out, tag the mob and not be able to get back while spamming "No starting reference" (or what ever that phrase is, I'm sure you've seen it)

I began experimenting and wound up with settings of Cell Size = 0.50 and Tile Size = 128 and this is what the zone render looked like.

Goru'Kar Mesa 50-128.jpg

The entire zone is covered in the blue mesh and I didn't get any more "No starting reference" problems.

5. Save the file.
Once you have the blue mesh covering the zone using the lowest possible numbers for that zone it's time to save the file.

Navigation10.JPG

On the right in the controls section there is one button labeled "Save". I know, pretty self explanatory but again, it's a little flaky. Click it but before you close the window, navigate to your /macroquest2/MQ2Navigation folder and check if there is a .bin file of your zone, in this case, Goru'Kar Mesa bin file (mesa.bin) right near the mesa.ncr file.
If not then return to the MQ2Navigation window and click again. Same as the Build button, you may have to move and click to find the sweet spot.

I'm not exactly sure what the .ncr file is but I noticed that if MQ2Navigation can't find the .bin file it will load the .ncr file. If it can't find the .bin file it will not give you all the neat features of MQ2Navigation so I think without the .bin file loaded, your wasting time loading MQ2Navigation. Anyway... as you can see the mesa.bin file is much larger than the mesa.ncr file. Mine came in at 33megs where as the .ncr file is only 8 megs.

You're basically finished with the zone now and can close MQ2Navigation.

Tips:
1. MQ2Navigation is not like other plugins.
You may have an entry for it in macroquest.ini - Plugins section but it will not load. It has to be loaded on each character via macro or via hot key.
My KISS hot key for my Puller is:
/plugin MQ2Navigation
/mac KissAssist Puller

This loads MQ2Navigation each time I run the macro. I don't load it on characters that don't need it, mainly the puller or the hunter if I'm in hunt mode.

On the flip side my Endmacro key is:
/endmacro
/nav stop
/stick off
/moveto stop

2. EQ crashes when I load MQ2Navigation in certain zones.
I ran into this in Oceangreen Village for the first time. I had just created the .bin file and it was 78megs. This didn't seem like a problem as I had other zones that were big. Roost.bin 78megs, Elddar.bin 69megs.
I redid the zone several times and it always crashed. Finally I reduced the Cell and Tile size. It wound up as 44megs and I was able to load without crashing. I don't think it was the size of the zone that caused it to crash. Maybe something was out of whack and increasing the Cell and Tile size covered it up. I don't know but it worked and that's all that matters in the end.
There may be other causes for a crash but this is the only one I've found so far.

3. My character gets stuck on rocks and junk even when I load MQ2Navigation! WTF????
Go back to the third (or after creating the mesh) step when the zone is first rendered. Fly through the zone, find the area where you are camped. Do you see all the rocks and trees in the rendered zone that you see in the played zone? If it's not in the rendered zone, MQ2Navigation doesn't know it's there and can't navigate around it.
Use the rendered zone, fly around and find a good camp spot that closely resembles the actual zone in the game. Rocks, trees etc.. Then your puller will do amazing things like run into tunnels, run into buildings and up stairs. In Ashengate the other day my puller would run around a big pillar, down a tunnel and into the next room. Pull something out of that room back through the tunnel and around the big pillar. Pretty cool to watch. At the start he would get hung on an outcrop of rock at the mouth of the tunnel. I moved the group to force him around a pillar and that set him up for a straight shot into and out of the tunnel.

4. Having fun.
Create the mesh for PoK. Zone into PoK. " /plugin MQ2Navigation load" then find a mob on the far side of the zone and "/nav target". Your toon should take off and navigate all the way to the NPC unless there is a doorway (there is some trick to doorways but I haven't tried it yet). My toon would go up stairs, over the archways and make his way to the NPC. It's useful in the Bazaar, target the vendor you want "/nav target" soon your standing in front of the vendor. Also a good way to see how hidden obstacles can stop your character.

It's pretty basic that's true.
Feel free to add tips and tricks, correct me if I'm wrong on something or add to the knowledge.
Knowledge is power!!

-Wolf
 
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Geezus fuck that's amazing guide. Thank you for sharing.

Thread stickied.
 
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Ya this is great. I have been wondering how that worked.
 
C > windows > system on a 32 bit machine or C > windows > system32 on a 64 bit machine
 

Attachments

the application failed to initialize properly (0xc0150002). click on OK to terminate the application.
 
I keep forgetting to mention reboot.
I've gotten in the habit of rebooting every day. Cures a lot of problems with MQ2 and related things. (like ISBoxer)
 
Okay then, I build a mesh, created a start point (west side of a building) and an end point (north side of a building).

/plugin MQ2Navigation
/mac Kissassist

My puller will pull the stuff on the west side, but he never gets near the mobs on the north side.

No clue what I am doing wrong :S

- - - Updated - - -

Ah okay, one needs to set a start and an end point BEFORE you build the mesh /hide
 
Aside from having abnormal naming convention on my MQ2 folders, has anyone ran into the issue where EQNavigation cannot find the "Zone.ini" file when defining directories for the first time?

Everything appears to load up as normal but the Choose zone is blank.
 
zone.ini should be in your root mq2 folder. If its not just grab it out the compile zip and toss it in there.
 
Am I the only person who's havin trouble understanding this guide? There is no mention of how to install mq2navigation plugin, so what I did is run RGUpdate, selected MQ2Navigation, then I hit update. This, I hope, installed MQ2Navigation... It would be a little helpful if this guide was more detailed into how to do the install itself, from A-Z, so far I don't see any of that.. I even went into the plugins section and found the .zip download for MQ2Navigation, seems outdated (2011) and it did not have anything but a bunch of C++ source info, which is not the application... I always thought you use the RGUpdate for all installs of all plugins and what not

Please help
 
Search for EQNavigation instead of MQ2Navigation in your root folder, you will find it =)
 
awesome tut but for some reason i cant find any of the new zones and idea what im missing?
 
Having some problems in Grelleth's and I was wondering if there is an easy way to open an existing mesh and remove some tiles manually? Or do you have to create a new mesh again (which takes me very long) and then remove the tiles?

Thanks in advance =)

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ok this is untested as i been playing around with recast demo.
Build your mesh
zoom in to where your camp is (hold shift+w,a,s,d) right mouse to rotate.
click show tools
create tiles
shift+left click and remove the tile were the pillar is
you can test pathing with the test navmesh setting (start+end)
then save the mesh
it should path around it with out a tile there i am gonna test this on some corners in zone that i get stuck(tomorrow its my bed time) but let me know if it works

Pasting it here to complete this sweetguide =)
 
Okay I am messing around with removing tiles so my puller doesn't get stuck in walls.

I made a single line of tiles directly to the spawnpoint, but it still goes off the path directly in the wall sometimes.

Made a screenshot of the situation.

example.jpg

The blue line are the tiles, I removed all tiles close to walls and such.

The red circle is where he ducks into the wall when pulling.

Any suggestions would be appreciated.
 
Hmm tried to make a mesh of Chelsith Reborn today and when i select it from the drop down nothing pops up. I tried several other zones and they all came up perfectly. It was my first time trying it out, not sure what I'm doing wrong.

Thanks

Rob
 
Does MQ2Navigation have a command for stopping just short of a target? Such as "/navigate target distance -10" ? It looks pretty bot like to stand on Marie's toes, lol.
 
"/nav target dist 10"
should make it stop 10 units before your target but if you're running, expect some over run.

As far as a setting to control the default value. I haven't seen one.
Might try searching through the posts on Macroquest2.com.
I've already looked at the plugin info and didn't see anything there as far as settings such as with MQ2Moveutils there is "/moveto mdist 10" which sets your distance from target.
 
"/nav target dist 10"
should make it stop 10 units before your target but if you're running, expect some over run.

As far as a setting to control the default value. I haven't seen one.
Might try searching through the posts on Macroquest2.com.
I've already looked at the plugin info and didn't see anything there as far as settings such as with MQ2Moveutils there is "/moveto mdist 10" which sets your distance from target.

Thats not a Vanilla MQ2Navigation command its a MMOthugs perversion of an already perverse plugin.

try
Rich (BB code):
/nav ${Math.Calc[${Target.X}-15]} ${Target.Y} ${Target.Z}

Stop posting pervert commands here or I will come to your house and mess the place up. :ripperjack:
 
Anybody tried a mesh for Gyrospire Beza? I try to generate a mesh and it only picks up a silhouette of the island way at the bottom of the zone.
 
I'm getting an "error opening DoorAdjustments.txt" message. Any clue why this is happening? Things seem to be running ok with MQ2 Navigation (not trying to open doors or anything at the moment), but it's just annoying to have that error message spammed in my MQ2 window every second.

Edit: Hmm .. seems to be doing ok after unloading/reloading them plugin.
 
Thanks for the guide here. I've been fiddling with nab a bit and for the most part it is working well. My char seems to nav to targets or locks just fine; however, my puller is not finding non Los mobs. I have tried a couple different meshes in a couple different zones. Still having the same trouble though. Is there a setting I need to turn on anywhere to find these? Or another pluggin I should have loaded besides the standard eg compile plugins?
 
Are you doing "/plugin mq2navigation load" each time? It has to be manually loaded each time you log in as far as I know. Once you do have it loaded it should find non-LOS mobs regardless of if you have a mesh loaded or not. It of course won't navigate to them terribly reliably without a mesh.

- - - Updated - - -

Oh. When you say doesn't find do you mean it can't target them or it does target them and tries to pull them through walls? Even with the plugin loaded sometimes characters still try to pull without establishing line of sight in my experience.
 
Yeap. I've been typing in /plugin mq2navigation every time I start kiss and see the points loaded message. But my puller just stands there " looking for mobs to pull" until I move him a little bit and he gets eye contact.
 
Do you start it before or after KISS? Because you do need to start it before.

- - - Updated - - -

I'm asking terrible questions here perhaps :(.
 
blah. sorry then. I know yesterday I had an issue with my puller just randomly targeting instead of grabbing what was closest. Had to reboot and replace my mq2navigation.dll file to fix it.
 
Actually you can load mq2nav while running KISS and it switches methods flawlessly. I do it all the time if I run out of LOS pulls.
 
Guide - Newbie guide to using MQ2Navigation

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