Updated Map Edit (markdown)

Chris Miles 2018-07-06 17:30:50 -05:00
parent 58e041dae1
commit 62b8ffdd96

@ -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)
<p align="center">
<img src="/EQEmu/Server/wiki/images/map-edit/06_backface_culling_off.png?raw=true">
</p>
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)
<p align="center">
<img src="/EQEmu/Server/wiki/images/map-edit/07_modules.png?raw=true">
</p>
#### 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)
<p align="center">
<img src="/EQEmu/Server/wiki/images/map-edit/08_navigation_gen.png?raw=true">
</p>
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)**
<p align="center">
<img src="/EQEmu/Server/wiki/images/map-edit/09_navigation_gen.png?raw=true">
</p>
**![](/EQEmu/Server/wiki/images/10_navigation_gen_after.png?raw=true)**
<p align="center">
<img src="/EQEmu/Server/wiki/images/map-edit/10_navigation_gen_after.png?raw=true">
</p>
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.