Navmesh is complicated and I absolutely hate it. It's a part of the mod life though, so here's what you need to know in a brief summary.
Navmeshing an object requires a certain size. The standard 1x1 flooring I have in my mod is way too small to be Navmeshed. NPCs look at that flooring object and literally turn the other way because it is just way too small to walk on. There's probably a golden ratio in which you can actually get NPCs to walk on a small object like that, but it's not worth the time or effort on getting it to work.
A great size is my 2x2 which is around 132x132 units in 3DS max. Anything smaller than that and you're playing with fire.
Best of luck to those of you out there who are looking for a solution to Navmeshing your floor objects.
8 comments
NAVI\Navigation Map Infos\NVMI - Navigation Map Info\Navigation Mesh -> [0100EEF0] < Error: Could not be resolved >
NAVI\Navigation Map Infos\NVMI - Navigation Map Info\Navigation Mesh -> [0100EEEE] < Error: Could not be resolved >
smh_windows_chain_1x1 [COBJ:D4000832]
COBJ\CNAM - Created Object -> [01000836] < Error: Could not be resolved >
smh_windows_chain_1x2 [COBJ:D4000833]
COBJ\CNAM - Created Object -> [01000837] < Error: Could not be resolved >
smh_windows_chain_1x3 [COBJ:D4000834]
COBJ\CNAM - Created Object -> [01000838] < Error: Could not be resolved >
smh_windows_chain_1x4 [COBJ:D4000835]
COBJ\NAM - Created Object -> [01000839] < Error: Could not be resolved >
Do we still have this nav mesh issue? I like the carpet but its pretty yuck to place it everywhere I want NPC's to walk.
Perhaps making an invisible foundation piece that can snap on top of the regular flooring?
I kind of "hacked" my buildings with wooden foundations clipped below the floor where I want NPC's to walk. Perhaps carpets would do the same - but a path of carpets is just as weird as sunken foundations.
Since they're too small and can't be navmeshed, I'm not going to use them, so I'd rather clean my menu up a little