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The Everything Thread, Here you can post about anything you wantu |
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Callidus Thorn |
Oct 6 2014, 05:30 PM
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Councilor
Joined: 29-September 13
From: Midgard, Cyrodiil, one or two others.
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QUOTE(Colonel Mustard @ Oct 6 2014, 03:44 PM) I've had too much caffiene and now I feel really hyperactive and want to go to the loo but I can't because I'm in the library and I'm keeping an eye on my girlfriend's laptop while she's off doing stuff and it's raining outside it's been raining all day I hate the rain.
... Breathe dude, breathe. And punctuate. I've literally got a mental image of shaking fingers blurring as you typed this This post has been edited by Callidus Thorn: Oct 6 2014, 05:31 PM
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A mind without purpose will walk in dark places
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mALX |
Oct 6 2014, 07:51 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(ghastley @ Oct 6 2014, 12:12 PM) QUOTE(mALX @ Oct 6 2014, 11:37 AM) WOO HOO! I made a tavern in SKYRIM last night - my first ever Skyrim mod! Nothing fancy, just vanilla textures - just getting the feel of the CK.
That's a lot more of an achievement in Skyrim than it was in Oblivion. Pathing is much more of a problem, and any interior with opening doors needs portals and room markers so that occluded content doesn't get rendered. I've only done a couple - the Riders Lodge for the Skyrim version of the Bear Riders (unreleased yet), and an interior for Markarth for my Thieves Guild continuation mod (also unreleased). Both took me many times longer than the OB equivalents would have done. But the end results are better, too, so it's worth it. GAAAAH!! Now I'm really scared!!! Lol - you are VERY right. I could have had an Oblivion mod completed including NPC's with working AI packages; working quests; and hidden secrets by now. It is VERY different, and clunky to navigate (for me). I haven't even set my grid paths yet, but I really liked the look of what I saw of them - makes more sense to block where you can't walk then make a small path through a vast area that you could be walking all of. The Grid Lock does not seem to be as adept as Oblivion's was, or I'm not doing something right with it. I noticed some flashing meshes along one section when I was taking the screenshots. That and the weird havoc. Oblivion had havoc, but it was much easier to get around (for me). Oh, here is a link to the screens: http://chorrol.com/forums/index.php?showtopic=5776 *
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SubRosa |
Oct 6 2014, 08:20 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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You guys mean the Navmesh? I found it was not very difficult. Just tedious. I have a little text file I made with the steps I use: CODE www.creationkit.com/Bethesda_Tutorial_Navmesh
Select the cell you want to work on in the Cell View double click to bring it up in the Render Window.
Make sure nothing is selected in the Render Window (Press D to deselect all objects).
Open the Navmesh Toolbar Ctrl + E (On main toolbar between speech balloon and T).
Go to the main menu bar -> Navmesh -> Generation -> Recast-Based Generation.
The navmesh triangles are created. Now manually edit to add, remove, and move the triangles.
T toggles Triangle Selection On/Off V toggles Vertex Selection On/Off G toggles Edge Selection On/Off R will delete a selected triangle/vertex. Right Click to create a new vertex Right Click + CTRL to select three vertexes, press A, and it creates a new triangle.
Once finished check to make sure there are no disconnected triangles. Press W (eye with shapes above and below) to see only the navmesh triangles.
Check for errors. Press CTRL + F, (red triangular flag icon). This brings up the Select Triangle window. Click on Check Navmesh.
Now automatically detect cover. Main toolbar -> Navmesh -> Find Cover
Finalize the Navmesh. (Red check mark in navmesh toolbar) A triangle near the door will turn green. This is necessary for NPCs to enter or leave. I found the big part comes after creating the initial Navmesh, and then going in and cleaning it up. The CK tends to make a lot of little triangles, where a few large ones would do. It also has trouble going up and down staircases, and tends to just ignore them entirely. You only need two triangles to do an entire staircase. One with two points on the bottom of the stair, and the third point at one of the top corners, so you have a right triangle. The second triangle is a mirror of that, with two points at the top and the final one one bottom point to finish it out. You just have to wrap your head around making rectangular or square areas by sticking two right triangles together along the angle. The hardest part for me was mastering the controls you need to use to add, remove, and edit the triangles. What often works best for me is to keep it on vertex selection. I select a single point of a triangle and then drag it to wherever I want. It also makes creating or linking new triangles easy. You just hold the Control key down, select three vertexes in a row, press A, and it creates a new triangle from the three points. Press the W key and it will make everything but the navmesh invisible. That is very handy to use when you are finished, and want to check to see that everything is linked up. This post has been edited by SubRosa: Oct 7 2014, 02:51 PM
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mALX |
Oct 6 2014, 10:29 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(SubRosa @ Oct 6 2014, 03:20 PM) You guys mean the Navmesh? I found it was not very difficult. Just tedious. I have a little text file I made with the steps I use: CODE www.creationkit.com/Bethesda_Tutorial_Navmesh
Select the cell you want to work on in the Cell View double click to bring it up in the Render Window.
Make sure nothing is selected in the Render Window (Press D to deselect all objects).
Open the Navmesh Toolbar Ctrl + E (On main toolbar between speech balloon and T).
Go to the main menu bar -> Navmesh -> Generation -> Recast-Based Generation.
The navmesh triangles are created. Now manually edit to add, remove, and move the triangles.
T toggles Triangle Selection On/Off V toggles Vertex Selection On/Off G toggles Edge Selection On/Off R will delete a selected triangle/vertex. Right Click to create a new vertex Right Click + CTRL to select three vertexes, press A, and it creates a new triangle.
Once finished check to make sure there are no disconnected triangles. Press W (eye with shapes above and below) to see only the navmesh triangles.
Check for errors. Press CTRL + F, (red triangular flag icon). This brings up the Select Triangle window. Click on Check Navmesh.
Now automatically detect cover. Main toolbar -> Navmesh -> Find Cover
Finalize the Navmesh. (Red check mark in navmesh toolbar) A triangle near the door will turn green. This is necessary for NPCs to enter or leave. I found the big part comes after creating the initial Navmesh, and then going in and cleaning it up. The CK tends to make a lot of little triangles, where a few large ones would do. It also has trouble going up and down staircases, and tends to just ignore them entirely. You only need two triangles to do an entire staircase. One with two points on the bottom of the stair, and the third point at one of the top corners, so you have a right triangle. The second triangle is a mirror of that, with two points at the top and the final one one bottom point to finish it out. You just have to wrap your head around making rectangular or square areas by sticking two right triangles together along the angle. The hardest part for me was mastering the controls you need to use to add, remove, and edit the triangles. What often works best for me is to keep it on vertex selection. I select a single point of a triangle and then drag it to wherever I want. It also makes creating or linking new triangles easy. You just hold the Control key down, select three vertexes in a row, press A, and it creates a new triangle from the three points. I don't think I have it written down, but there is even a button you can push that will make everything but the navmesh itself invisible. That is very handy to use when you are finished, and want to check to see that everything is linked up. Ooh, is this for path gridding? Thank you so much for this guidance! VERY Appreciated! By the way, is there a way to prioritize paths in Skyrim? Everything I saw on googling was one color.
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mALX |
Oct 6 2014, 10:54 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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Something really small that threw me for a loop for the whole time I was making that interior - for some odd reason the Y axis is no longer bound to the Y key; same with the C key that always stood for (camera center) - so after hours of aggravation I finally went and researched why my Y key kept jumping my camera around suddenly, and why my C key acted like it had a task but was doing nothing.
So for some ODD reason, those two keys have been switched in Skyrim - did the developers never read those readers as children? (A is for Apple, C is for Center Camera, Y is for Y Axis, etc).
So now I have to retrain my brain to think C when I want Y, and vice versa. Urk.
This post has been edited by mALX: Oct 6 2014, 10:54 PM
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Grits |
Oct 7 2014, 12:33 PM
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Councilor
Joined: 6-November 10
From: The Gold Coast
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QUOTE(mALX @ Oct 6 2014, 05:29 PM) By the way, is there a way to prioritize paths in Skyrim? Everything I saw on googling was one color.
I'm still in the beginning of this class and haven't gotten to navmeshing yet, but there's some info on Priority Paths in the second post of this thread at TES Alliance. It's in Part III: Special Pathing after the Cover and Water sections. Is this what you guys are talking about?
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SubRosa |
Oct 7 2014, 02:37 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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That is a great page! I bookmarked it. You are right, down at the bottom is a section on creating priority paths for NPCs to take. The gist of it is this: CODE Hold ctrl and left click the triangles along your preferred path to highlight them, and then tap the P key to set them as preferred. They should turn Yellow. We should probably be talking about this somewhere in the Skyrim Mods section though... Did itThis post has been edited by SubRosa: Oct 7 2014, 02:44 PM
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mALX |
Oct 7 2014, 04:06 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(ghastley @ Oct 7 2014, 09:43 AM) Good point, and the stuff currently in the Oblivion mods section probably needs moving, too. Where's the "report" button? Urk, sorry about that - didn't realize Skyrim had its own mod section. Good idea to move it, lol. @ Mirocu - It has poured here for 24 hours now, thundering - dogs inside, you know what that means, lol.
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Callidus Thorn |
Oct 7 2014, 04:13 PM
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Councilor
Joined: 29-September 13
From: Midgard, Cyrodiil, one or two others.
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Had a fair bit of rain here, too. It doesn't stick around for more than a few minutes, but it seems intent on hammering down as much as possible when it does... The Great British Outdoors... This post has been edited by Callidus Thorn: Oct 7 2014, 04:13 PM
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A mind without purpose will walk in dark places
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Black Hand |
Oct 8 2014, 01:26 AM
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Master
Joined: 26-December 05
From: Where the sun shines everyday in hell.
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QUOTE(Colonel Mustard @ Oct 7 2014, 11:37 AM) I had a bout of really heavy rain the other morning. Got all over my favourite jacket. Not happy at all. It's going to be over 100 degrees for the rest of the week here. Trade ya!
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Callidus Thorn |
Oct 8 2014, 08:39 AM
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Councilor
Joined: 29-September 13
From: Midgard, Cyrodiil, one or two others.
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QUOTE(Black Hand @ Oct 8 2014, 01:26 AM) QUOTE(Colonel Mustard @ Oct 7 2014, 11:37 AM) I had a bout of really heavy rain the other morning. Got all over my favourite jacket. Not happy at all. It's going to be over 100 degrees for the rest of the week here. Trade ya! *shudders*
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A mind without purpose will walk in dark places
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Colonel Mustard |
Oct 8 2014, 10:33 AM
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Master
Joined: 3-July 08
From: The darkest pit of your soul. Hi there!
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[quote name='Black Hand' date='Oct 8 2014, 01:26 AM' post='229612'] [quote name='Colonel Mustard' post='229608' date='Oct 7 2014, 11:37 AM'] I had a bout of really heavy rain the other morning. Got all over my favourite jacket. Not happy at all. [/quote] It's going to be over 100 degrees for the rest of the week here. Trade ya! [/quote I really hope you mean Farenheit...
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mirocu |
Oct 8 2014, 04:05 PM
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Spam Meister
Joined: 8-February 13
From: [CLASSIFIED]
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QUOTE(Black Hand @ Oct 8 2014, 02:26 AM) It's going to be over 100 degrees for the rest of the week here.
Donīt know what that is in Celsius (you know, the normal way of measuring temperature.. ) but I still, like Thorny, shudder...
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Lol birdIt matters not how strait the gate, How charged with punishments the scroll, I am the master of my fate, I am the captain of my soul.
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