OpenMW Offtopic

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1 Aug 2021
@_discord_713197523526746122:t2bot.iocc9cii I don't see our OpenCS providing that functionality when OpenMW doesn't use it? 05:49:22
@_discord_713197523526746122:t2bot.iocc9cii That is why I mentioned my fork. 05:49:31
@_discord_178356627139854347:t2bot.ioCMAugust#6575 If it uses the same logic, the generated navmesh in CS should look the same as in game right? 05:56:51
@_discord_713197523526746122:t2bot.iocc9cii yes, "in game" being Skyrim or CK 06:02:18
@_discord_178356627139854347:t2bot.ioCMAugust#6575 But not OpenMW's navmesh? 06:06:25
@_discord_713197523526746122:t2bot.iocc9cii OpenMW does not use navmesh 06:07:20
@_discord_713197523526746122:t2bot.iocc9cii not the way Skyrim uses them 06:07:37
@_discord_713197523526746122:t2bot.iocc9cii you can see OpenMW's in-game rendering of the "tiles" 06:08:56
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Ah, so you would rather CS not visualise OpenMW's navmesh when it's different to Skyrim's method. 06:11:56
@_discord_713197523526746122:t2bot.iocc9cii In OpenCS it is more useful to see what OpenMW will actually use 06:12:30
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Wait, I'm hopelessly confused. 06:17:50
@_discord_713197523526746122:t2bot.iocc9cii OpenMW uses the output of recast library which is not the navmesh triangles 06:18:29
@_discord_713197523526746122:t2bot.iocc9cii They are related, but not exactly the same 06:18:38
@_discord_713197523526746122:t2bot.iocc9cii I was initially confused about that as well, until elsid explained it 06:19:16
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Oh well. Anyway, I can see TR dev's point that it's hard to know how OpenMW nagivation will behave. 06:21:44
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Until they actually load the level in game, that is. 06:22:13
@_discord_713197523526746122:t2bot.iocc9cii In that case we just need to load elsid's cache to OpenCS and enable the debug rendering that shows the navmesh tiles 06:22:58
@_discord_178356627139854347:t2bot.ioCMAugust#6575 👍 06:23:45
@_discord_713197523526746122:t2bot.iocc9cii Initially I was giving him gentle hints to use navemesh triangles as the common intermediate format but I don't think he took the hint (if he did, he wasn't too keen on the idea) 06:24:14
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Ah, I see 06:24:38
@_discord_713197523526746122:t2bot.iocc9cii I'm guessing that is because there will be extra processing (and possible resultant stutter) 06:25:09
@_discord_713197523526746122:t2bot.iocc9cii But I think that is not right 06:25:33
@_discord_713197523526746122:t2bot.iocc9cii I suspect any stutter is in the generation 06:25:44
@_discord_713197523526746122:t2bot.iocc9cii not interpreting the navmesh 06:25:55
@_discord_178356627139854347:t2bot.ioCMAugust#6575 The stutter from generation is already pretty bad for lower-spec PCs, yeah. 06:25:59
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Though that might be a regression, the report I heard today wasn't present in 0.46-0.47 apparently. 06:27:43
@_discord_456454042441351178:t2bot.ioArbok joined the room.07:00:11
@_discord_332615662751186945:t2bot.ioSinscere joined the room.08:11:40
@_discord_654120370235768832:t2bot.ioHemaris#9366 for the record, I am the TR/PT dev who most recently asked about navmesh visualization within the OpenMW CS, but that idea came from elsid in this conversation: https://discord.com/channels/260439894298460160/260443579908882434/865316143739961344 16:53:36

Levels have to be properly designed for working pathfinding. Navmesh is not a magic. I want to add navmesh generation to the editor so level designers can see what they're doing.

Linked by Hemaris#9366 from #troubleshooting


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