Killertoxin
Well-known member
- Joined
- Nov 30, 2019
- RedCents
- 452¢
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Fixing it and testing as we speak. 524 zones. Can't possibly run every inch of every one of them myself :P Thanks for the report.Hey there is a glitch in the ice tunnel of the dreadlands where path leads through an ice wall and I have to unload mq2nav to resolve it. I made my own changes to the mesh pathing so its not longer an issue but something to add to the list of things. So far great job =)
Additions
Updates
- Chamber of Tears - Information needed gathered by @hytiek.
- Dreadlands - Fixed getting stuck in tunnel bouncing off walls. Reported by...
Not judging at all wired420 Im just pleased someone is working on this at all. If i come across other issues I'll pass them along just tryin to help out where i can.Fixing it and testing as we speak. 524 zones. Can't possibly run every inch of every one of them myself :P Thanks for the report.
Was actually being sincere. I get very few reports. One or two people. I usually have to run into most of the bugs myself.Not judging at all wired420 Im just pleased someone is working on this at all. If i come across other issues I'll pass them along just tryin to help out where i can.
Zones.ini is not updated to reflect those zones are available. Likely nothing you're doing wrong.
Got that from Wired420. Enjoy.
Goes in the release folder or whatever folder the meshgenerator.exe is located in for you.
Old Zones:
ToV:
- Gnome Mountain - General Nav Issues
- Crystal Caverns - General Nav Issues
- Tower of Frozen Shadow - General Nav Issues
- Great Divide -...
I found an issue with the illsalin mesh. Mq2nav tries to walk through a wall to get to a mob. Is there something I can do to fix it?
If you don't have time to learn the mesh generator you can post a screen shot of where it happens on your map and I'll fix it. There's 524 zones with countless hallways, hills, and other architecture and landscape. So kind of need an exact report to even look at it.I found an issue with the illsalin mesh. Mq2nav tries to walk through a wall to get to a mob. Is there something I can do to fix it?
If you don't have time to learn the mesh generator you can post a screen shot of where it happens on your map and I'll fix it. There's 524 zones with countless hallways, hills, and other architecture and landscape. So kind of need an exact report to even look at it.
Submitted by @sl968 :
- Airplane
- Eastwastestwo
- Kaeltwo
- Poair
- Velketortwo
Submitted by @LamahHerder :
- Bazaar
- Crescent
- Tutorialb
- Moors
I end up marking middle of the doors in the meshgen witha preferred routewired420,
Slowly learning the ins and outs of the mesh. So far, I have only had issues navigating in Sathir's Tomb. Path is cut short right/left when trying to enter doorways, so character just gets stuck trying to breach any doorway in the 3 north rooms. Maybe I am doing it wrong but the only way I have found to cancel a stuck path is C+F a group mate, any guidance on how to quickly disable the path would be greatly appreciated.
I end up marking middle of the doors in the meshgen witha preferred route
like i talk about > here <
View attachment 23102
can see the preferred route in the middle of the doors and i blocked off the door that eq thinks is there
View attachment 23103
[Settings]
AutoBreak=off
AutoPause=off
AutoReload=on
ShowUI=off
ShowNavPath=on
UseSpawnFloorHeight=on
UseFindPolygonExtents=on
FindPolygonExtentsX=2
FindPolygonExtentsY=4
FindPolygonExtentsZ=2
OpenDoors=on
IgnoreScriptedDoors=off
MapLineEnabled=on
MapLineColor=4278255360
MapLineLayer=3
VisualNavPathBorderColor=0
VisualNavPathHiddenColor=14391348
VisualNavPathVisibleColor=1033457
VisualNavPathLinkColor=14365848
VisualNavPathVisibleOpacity=0.800000
VisualNavPathHiddenOpacity=0.600000
VisualNavPathBorderWidth=0.200000
VisualNavPathLineWidth=0.900000
DebugRenderPathing=on
[Settings]
AutoBreak=off
AutoPause=off
AutoReload=on
ShowUI=off
ShowNavPath=on
UseSpawnFloorHeight=on
UseFindPolygonExtents=off
FindPolygonExtentsX=2
FindPolygonExtentsY=4
FindPolygonExtentsZ=2
OpenDoors=on
IgnoreScriptedDoors=on
MapLineEnabled=on
MapLineColor=4278255360
MapLineLayer=3
VisualNavPathBorderColor=0
VisualNavPathHiddenColor=14391348
VisualNavPathVisibleColor=1033457
VisualNavPathLinkColor=14365848
VisualNavPathVisibleOpacity=0.800000
VisualNavPathHiddenOpacity=0.600000
VisualNavPathBorderWidth=0.200000
VisualNavPathLineWidth=0.900000
DebugRenderPathing=off
Freeport West remeshed to fix issue with naving in and out of zone.
Fixed an issue with the mesh for Grobb. Can navigate into or out of zone using nav.
- blackburrow.navmesh
- commonlands.navmesh
- crushbone.navmesh
- dalnir.navmesh
- direwind.navmesh
- eastkarana.navmesh
- fallen.navmesh
- feerrott2.navmesh
- fieldofbone.navmesh
- guktop.navmesh
- harbingers.navmesh
- innothuleb.navmesh
- kithicor.navmesh
- lakerathe.navmesh
- lavastorm.navmesh
- mesa.navmesh
- northkarana.navmesh
- qeynos2.navmesh
- rathemtn.navmesh...
in your /nav ui windowkeep getting stuck on a door in hole was wondering how to edit this to make it click to open
Updates provided by multiple sources:
- bixiewarfront
- crystaltwob
- direwind
- ethernere
- everfrost
- feerrott
- hohonorb
- housegarden
- podisease
- potranquility
- qeytoqrg
- runnyeye
- stonehive
Mesh Site/Updater is back on twice daily auto rebuilds instead of one since multiple people are managing the messages now. With updates more often. I figure it'll be better if they're put into production more often. So at noon and midnight you can expect to automatically see any mesh updates submitted to the repo.
All Claws of Veeshan meshes are available in the updater or as a stand alone file located at the following link:
https://mqmesh.com/resources/zips/cov.zip