From d9c9ee725548f755648344e5143da7521b9708c0 Mon Sep 17 00:00:00 2001 From: Chris Miles Date: Fri, 6 Jul 2018 17:51:12 -0500 Subject: [PATCH] Updated Map Edit (markdown) --- Map-Edit.md | 22 +++++++++++++++++++--- 1 file changed, 19 insertions(+), 3 deletions(-) diff --git a/Map-Edit.md b/Map-Edit.md index 9af107a..56a3ff4 100644 --- a/Map-Edit.md +++ b/Map-Edit.md @@ -1,6 +1,22 @@ -* Navigation files are precalculated pathing files created by the map_edit program from zone-utilities that allows for more correct pathing around a zone than without one. -* They like *.map files are also stored in the server's ./maps/ directory. -* They have an extension type of .nav eg: qeynos would load maps/qeynos.nav +**Download** +* [https://ci.appveyor.com/api/projects/KimLS/zone-utilities/artifacts/build_x64.zip](https://ci.appveyor.com/api/projects/KimLS/zone-utilities/artifacts/build_x64.zip) + +**Source** +* [https://github.com/EQEmu/zone-utilities](https://github.com/EQEmu/zone-utilities) + +### What is Navmesh? + +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. The end result is a very smooth path-making decisions +* Example of this in game: https://www.youtube.com/watch?v=ujtqipXAP1E +* Another explanation of Navmesh on [Stack Overflow](https://gamedev.stackexchange.com/a/15395) + +# File Structure + +* maps/base/zoneshortname.map +* **maps/nav/zoneshortname.nav** +* maps/water/zoneshortname.wtr # Creation Example