Eqemu map files


















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Oct 29, - PM - by Akkadius. View code. File Structure Base Maps. Calculating Best Z The server is constantly doing Z calculations to keep NPC's on level plane, to prevent from dipping into the ground which was a much larger issue in the past Maps are genereated via Azone Water Maps. From [[Maps Introduction]] Navmesh is modern navigation mesh technology, we use it server side to determine shortest path to a target in NPC AI decision making processes, it's what the server uses to determine what NPC's can walk on and they will strictly adhere to this mesh when making pathing decisions.

In this case we open Najena From here you can view the collidable geometry of the zone in grey, the non-collidable geometry of the zone in light blue and surrounded by a red wire box that represents the bounding box of the zone. Render Non-Collidable Mesh A checkbox that controls whether the light blue geometry is drawn. Render Bounding Box A checkbox that controls whether the bounding box is drawn. Enable Backface Culling A checkbox that controls whether polygons facing away from the camera are drawn.

Next we need to enable the Navigation module. Navigate to the Modules menu and select Navigation. Now that navigation is enabled you will see Navigation and NavMesh properties windows. The smaller this is the more detail and longer a map will take to generate. Some zones do not play nicely with very large or very small values of this and you may need to play with this if you're having trouble or seeing artifacts.

Smaller values generally lead to meshes with more nodes as well. Radius The agent's radius, same basic idea as height but this is how fat the agent is. Max Climb The max height the agent will be allowed to climb in one step. If the agent has to climb something larger than this then a gap will be generated. Max Slope The max slope the agent will be allowed to climb in one step. If the agent has to climb something steeper than this then a gap will be generated. Min Region Size The min size a region can be to be segmented off into its own polygon.

Merged Region Size The minimum size a region needs to be before the algorithm attempt to merge a region into another. Partitioning Type The algorithm used for partitioning internally. Have never found much reason to change this from default but it causes the algorithm to generate slightly different meshes.

Max Edge Length Maximum length an edge can be in the basic polygon mesh output. The bigger this is the larger polygons can be. For flat surfaces that are very large eg ocean bottoms this can dramatically reduce polygon count. Max Edge Error The maximum deviation an edge can have in the basic polygon mesh output. Verts per Poly Maximum verts any poly can have.

Do not set above 6. Setting this to something really low would probably needlessly complicate the mesh. Sample Distance When creating the detail mesh it samples from points nearby. This is the distance to sample around a point.

Generally going the smaller the number the more accurate the mesh is but also the more nodes that need to be generated. Connections Mode You'll see a few options, what we want in this case is a bi-directional connection as these can move in either direction.

Place the connection by clicking on the mesh once for start pos and again for end pos We now have a connection that connects these two meshes together but if we try to retest it we find they still are not connected.

The tile for that area has just been removed from the overall mesh. Re-Adding the Tile Re-add the tile by Clicking the area around the connection.

The tile has returned and if we retest it we notice that the connection now works. Another Gap We come to a spot where the floor is not solid because the player is intended to fall into this "trap" if they're inexperienced. Bi-Directional Connection Spanning Lets add a normal bi-directional connection spanning the gap so npcs at least just hop over it and don't get stuck This would work but a player that had a npc chasing them and fell down this hole would create a massive train through a long part of the zone.

Portal One-Way Lets create a set of portal one-way connections from the top sides of the mesh down into the trap Now that the connections are created don't forget to regenerate any nav mesh tiles that the connections have landed on. Test the Created Jumps Instead of going all through the zone instead green jumps down into the trap to chase red. Create Preferred Path There are some cases where pathing may be too close to world objects and you would like to setup a preferred path.

The process is the same as creating connectors except you will select "Bi-Directional Prefer" area type. We will add the connection to force pathing around the edge of the doorway.

Regenerate the navmesh and the test should now yield the desired results. Create Disable Volume If you want to disable pathing for a specific region, you can achieve this via volumes. Start by opening up the volumes menu. Shift left click to place a basic volume where you would like the general region to be. That is basically it, make sure to save before you exit otherwise you will lose all your work. Eqemumaps EQEmuMap. The size of voxels on the xz plane for this nav mesh.

The max height the agent will be allowed to climb in one step. The max slope the agent will be allowed to climb in one step. The minimum size a region needs to be before the algorithm attempt to merge a region into another.

The algorithm used for partitioning internally. Maximum length an edge can be in the basic polygon mesh output. Maximum verts any poly can have. When creating the detail mesh it samples from points nearby.



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