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7 new navmeshes #3
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Updating with 13 new Navmesh
18 new and 3 updated Navmeshes
Thanks for submitting! I'm going to let these run on Horizon for a while before we accept the PR upstream, just to make sure any bugs get shaken out 👍 |
7 new Navmeshes
I've also got the repo for collecting updated OBJ files here: https://github.com/LandSandBoat/xiNavmeshOBJs |
If you are working on Navmeshes, I can send you an edited version of recast demo that is much faster. and happy to answer any questions you might have. |
@murphycodes I'd be interested 👍 How edited is your version? It might be worth submitting upstream, I think I saw a new person take over leadership of the recastnavigation repo |
More details here (as of last month): https://github.com/recastnavigation/recastnavigation/blob/main/Roadmap.md |
@zach2good I've only got the compiled exe lost the edited src a while ago... And its a lot faster, I'll DM you on discord. Nice to see someone working on meshes again, always available to answer any questions you might have @BayaniTenzen |
Do you mean lost as in "I can't find it on my computer because I forgot where I put it" or "data lost" |
Awesome, sorry I've had this email chain opened on my g-mail for 2 days wanting to reply - I'm planning to get more Mesh worked on soon and would love to talk about it but Holidays/Horizon launch has distracted me! :) |
including 7 new Navmeshes submissions
.objs have been cleaned; removing all areas outside of navigable terrain using base maps for reference
tidied remaining area in Blender and then use RecastDemo to check for accurate patrol routes
adjusted mesh accordingly to promote health monster navigation to all player accessible areas
117 = Tahrongi Canyon
105 = Batallia Downs
108 = Konschtat Highlands
109 = Pashhow Marshlands
147 = Beadeaux
119 = Meriphataud
120 = Sauromugue