Monday, 9 January 2012

Update - Navmesh complications

I've been continuing to work on assembling my level together. Just thought I'd report on how its going, I am currently putting it together in its form to be displayed at the progress report in the future.

One problem I did not consider is the pipeline for getting it done. The process for making the level requires more than just placing pieces down within the G.E.C.K you have to define collisions or a 'navmesh' as it is refered to. A navmesh is invisible geomerty placed on the floor that basically defines where the player can walk within  an environment in the game. Its also used as a means of defining where 'cover' can be used during gunfights.

Applying this navmesh to the level is time consuming, it doesn't take a very long time, however its still time wasted if I spend alot of time on then navmesh and import it into New Vegas only to come to the conclusion that the design level itself is flawed.

Currently the only method of getting around this is simply to do a very simple and quick navmesh without considering the objects in the level. However that nullifies the point of even testing it because you don't get a feel for how level actually is completed. Thus making the level is taking a bit longer than anticipated however it should not impact things too greatly.