From 62b8ffdd96d804e7acf71dc42f35e7ddb8a62fa0 Mon Sep 17 00:00:00 2001 From: Chris Miles Date: Fri, 6 Jul 2018 17:30:50 -0500 Subject: [PATCH] Updated Map Edit (markdown) --- Map-Edit.md | 38 ++++++++++++++++++++++++-------------- 1 file changed, 24 insertions(+), 14 deletions(-) diff --git a/Map-Edit.md b/Map-Edit.md index a269511..fe946cc 100644 --- a/Map-Edit.md +++ b/Map-Edit.md @@ -40,32 +40,42 @@ From here you can view the collidable geometry of the zone in grey, the non-coll From here you see various options: -* Render Collidable Mesh: A checkbox that controls whether the grey geometry is drawn. -* 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. (See example below) -* Bounding Box: Six sliders that let you control the bounding box used by this zone, you can CTRL+Click on the values to be able to manually type in a value. -* Render Volumes: A checkbox that controls whether eqg volumes(watermaps) are rendered (s3d volumes/watermaps are never rendered). +* **Render Collidable Mesh** A checkbox that controls whether the grey geometry is drawn. +* **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. (See example below) +* **Bounding Box** Six sliders that let you control the bounding box used by this zone, you can CTRL+Click on the values to be able to manually type in a value. +* **Render Volumes** A checkbox that controls whether EQG volumes (watermaps) are rendered (s3d volumes/watermaps are never rendered). -![](/EQEmu/Server/wiki/images/06_backface_culling_off.png?raw=true) +

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This is a visual example of backface culling enabled which proves useful for being able to see in zone detail for some indoor zones. -#### Next we need to enable the Navigation module. Navigate to the Modules menu and select Navigation. +* Next we need to enable the Navigation module. Navigate to the Modules menu and select Navigation. -![](/EQEmu/Server/wiki/images/07_modules.png?raw=true) +

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-#### Now that navigation is enabled you will see Navigation and NavMesh properties windows. +* Now that navigation is enabled you will see Navigation and NavMesh properties windows. -![](/EQEmu/Server/wiki/images/08_navigation_gen.png?raw=true) +

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The tools let you switch between three different modes of operation: NavMesh Generation, Connections and Testing. -#### Lets generate an initial NavMesh, scroll to the bottom of NavMesh Properties window and click on Build All NavMesh Tiles. +Lets generate an initial NavMesh, scroll to the bottom of NavMesh Properties window and click on Build All NavMesh Tiles. -**![](/EQEmu/Server/wiki/images/09_navigation_gen.png?raw=true)** +

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-**![](/EQEmu/Server/wiki/images/10_navigation_gen_after.png?raw=true)** +

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After a time a mesh will be generated and will show as blue overlay on the geometry.  This is a small graph of walkable polygons and works quite well in most places.