Outlawz Posted April 12, 2010 Report Share Posted April 12, 2010 I've navmeshed a map, the mesh came out rather large and after it was done, it had the BFeditor open forever saving the QTR stuff. I aborted it, fixed the navmesh and used fixNavmesh.bat again and it's again taking forever to save and it says 'does not respond' in task manager, then again it always says that when saving QTR so I'm not sure if it really needs forever to save or there's something wrong. Any input? Quote Link to comment Share on other sites More sharing options...
clivewil Posted April 12, 2010 Report Share Posted April 12, 2010 did you remember to copy the 'ai' folder across from another map into it before you got to that stage? if your map uses water vehicles, copy it from another map that also uses water vehicles so that you have the LandingCraft water clusters included in your navmesh. or you can update the file yourself so that mapName\ai\ai.ai contains the entry aiPathfinding.map.addVehicleForClusterCost LandingCraft underneath the 'ArmedCar' entry if you copy it from a map without much water and that LandingCraft entry is missing from the ai\ai.ai file, then the water clusters won't get included in your navmesh and any boats you have will just sit there idling Quote Link to comment Share on other sites More sharing options...
Outlawz Posted April 12, 2010 Author Report Share Posted April 12, 2010 (edited) Well yeah I did copy the AI folder before I exported GTSData here's my ai file rem ************** LEVEL SPECIFIC AI SETTINGS ***************************aiSettings.setViewDistance 800 rem *** Init AI using current settings **** ai.init 2 aiPathfinding.setActiveMap Infantry aiPathfinding.map.maxSlope 40 aiPathfinding.map.addVehicleForClusterCost Infantery aiPathfinding.setActiveMap Vehicle aiPathfinding.map.maxSlope 30 aiPathfinding.map.addVehicleForClusterCost Tank aiPathfinding.map.addVehicleForClusterCost ArmedCar aiPathfinding.map.addVehicleForClusterCost LandingCraft rem ---------------------------------------------------------------------------- Edited April 12, 2010 by Outlawz Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted April 13, 2010 Report Share Posted April 13, 2010 (edited) the mesh came out rather large Its nothing unusual for this step to take an hour or more - if your navmesh is really that big . You should still keep an eye on the editor activity ( it will not respond but shows changes of occupied memory in the task manager ) - and look for red errors in the console output. Errors like 'Polygon is suspicously big' with a very large polygon number ( > 100000 ) point to a VERY big navmesh and will probably need fixing. Edited April 13, 2010 by mschoeldgen[Xww2] Quote Link to comment Share on other sites More sharing options...
Outlawz Posted April 13, 2010 Author Report Share Posted April 13, 2010 Well I can't bring up the editor window once it loads and starts unless I don't minimize it, I 'fixed' it by sawing off half the navmesh, then it took four minutes to save. Thanks for the info though, good to know. Quote Link to comment Share on other sites More sharing options...
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