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I made a video to hopefully help some users with the mesgenerator.exe found in the release folder create their own professional meshes with options most users don't even know exist.
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Nice video, I learned some new things. Can you explain the difference with tile and cell size? Why adjust one over the other?
Brain, I've used the "Do not walk" option of the areas tool to create an area I wanted to be off limits, when a macro attempts to navigate to the far end of the off limits area, IE: on the other side of it, it will still path up to the off limits area but will then stop and repeatedly try to move, which causes my character to get stuck, which is why I recommended against the use of the do not walk. I primarily encountered this issue when navigating around when I was creating my tutorial.mac where I wanted the user to avoid the edge of a cliff that they were constantly walking off when navigating. Had I not seen it done this way I would have assumed that it worked as you had mentioned. In my experience it has panned out better for me to simply delete the tile. While that doesn't work universally, specially for meshes with multiple floors, I tend to use that method for open single layer zones.
Thank you for clarification on the cell size.
any chance we can get a update where waypoint names arent case sensitive, and a /nav wplist?
Brain, I've used the "Do not walk" option of the areas tool to create an area I wanted to be off limits, when a macro attempts to navigate to the far end of the off limits area, IE: on the other side of it, it will still path up to the off limits area but will then stop and repeatedly try to move, which causes my character to get stuck, which is why I recommended against the use of the do not walk. I primarily encountered this issue when navigating around when I was creating my tutorial.mac where I wanted the user to avoid the edge of a cliff that they were constantly walking off when navigating. Had I not seen it done this way I would have assumed that it worked as you had mentioned. In my experience it has panned out better for me to simply delete the tile. While that doesn't work universally, specially for meshes with multiple floors, I tend to use that method for open single layer zones.
Thank you for clarification on the cell size.
You'll have to provide concrete examples of this, I know of many people that are using the areas tool with great success. I don't mind that you do it, but I would prefer that we teach people how to do things using the proper tools.
I can confirm this, have had issues similar when using KA, the macro will cause the character to get stuck, usually at a wall because it thinks there is a mob behind the wall. Even though I've used the cropping tool or removed the tile from the mesh completely.
I've pointed it out and mentioned it multiple times on the issue. Frankly, I just gave up on mentioning it -as I've said it multiple times on the forums and discord to you personally.
1) Sebilis crypt tunnel area
2) The Breeding Grounds rat tunnels
brainiac What is the purpose of the "walkable" area? I had hoped it would allow for creating exceptions when dealing with illusionary walls, however I'm yet to find an actual use for "Walkable". Ideally, there would be something that overrides the global settings in the tile edit tool. However, that doesn't seem to be the case.
Much like I had hoped that the built in water volume would allow the navigation to override any "Max Climb" to allow the navigation tool to assume that climb was infinite while inside of the volume. The issue for that being obvious trying to navigate from Undershore to Ruins of Illisan where MQ2Nav follows the water floor until it reaches the sharp edge just before the zoneline and then stops. I initially encountered this issue recently when programming InTheDark.mac where I had to navigate to a set location on the shore line and then issue a /moveto loc command because moveto looks in the directly of the location and does not follow the z height of the ground in the world as nav does. Also possibly set it so that MQ2Nav does not use the base of the world where a water volume is located and isntead allows for "mid air" locations inside of a water volume, producing an effective swim to location as opposed to attempting to walk.
With these quirks aside, it's still an invaluable tool for navigating the world, a couple more features would have this thing completly taking over any thoughts of a mix mash of moveto commands.
Well then I suppose the next question for brainiac would be what's it going to take to implement the 3d aspect of things to allow for destinations above the grounds z axis. I'm aware it has been crowdfunded in the past, is this something we could again crowd fund?
MeshGenerator.exe is in your release folderhow do i open the mesh generator not finding it in mq2NaV file.
ok where is the release folder ?MeshGenerator.exe is in your release folder
reason I'm asking is trying to set up with mq2 war mq2 shaman and mq2 cleric I cant go to /war mode 5 it says i need to mesh zone.MeshGenerator.exe is in your release folder
if you haven't already, you should just download the existing meshes from the VV Launcher, as you will need meshes for every zone.reason I'm asking is trying to set up with mq2 war mq2 shaman and mq2 cleric I cant go to /war mode 5 it says i need to mesh zone.
if you haven't already, you should just download the existing meshes from the VV Launcher, as you will need meshes for every zone.
here is one of the VV videos explaining mq2nav and how to use the launcher to download the meshes
on the VV Launcher you can "launch mes updater"
View attachment 29432
if you downloaded the meshes, you should have every mesh in the game and shouldn't need to generate any in the mesh generator.yes I downloaded but when i go to mesh generator nothing will open. clicking file tab then settings not sure the paths are correct for navmesh path. I'll watch this video see if it explains what I'm doing wrong but most assume that users know how to navigate the computer far better then I do.
Sic thanks for your time sir.if you downloaded the meshes, you should have every mesh in the game and shouldn't need to generate any in the mesh generator.
you would "generate" a mesh if you didn't have one, or were trying to make one with custom settings and such.
You would be better off just downloading the meshes via the updater and letting mq2nav use those
Walkable lets you cancel out an unwalkable area.. Like if you want to draw a large area as unwalkable and have a small part of it be walkable. Thats all.. It can't be used to create mesh out of thin air unfortunately.
Also, MQ2Nav has no knowledge of water volumes, I've been working on rewriting the zone parsing code but I've been busy with other endeavors and haven't finished it, unfortunately.
I made a video to hopefully help some users with the mesgenerator.exe found in the release folder create their own professional meshes with options most users don't even know exist.