Generating a NavMesh?

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Matth
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Generating a NavMesh?

Postby Matth » Thu Nov 20, 2014 12:29 pm UTC

Hey everyone,
i want to generate a NavMesh for my map. Your Wiki-HowTo says the following:
(https://wiki.unvanquished.net/index.php ... ion_Meshes)
"daemonmap.exe -game unv -nav mapname.bsp"

First problem was that i couldn't find the deamonmap compiler exe in the first place. Seems like the newer gamepackages does not have this file so i downloaded alpha v20 wich has it. Second problem: doing the daemonmap.exe -game unv -nav mapname.bsp cmd didn't result in anything good. The compiler tried to compile the map the ususal way but no navMesh files were generated.
If i remember correctly Ishq told me on the Unv-dev chat that i have to do it by myself. So i suppose i have to build it somehow in radiant?

Searching this forum tells me that the wiki site this is out of date so anyone can help me doing the NavMesh? :marauder: :smile:
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Viech
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Re: Generating a NavMesh?

Postby Viech » Thu Nov 20, 2014 2:44 pm UTC

Have you tried without »-game unv«?
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
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Matth
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Location: Germany

Re: Generating a NavMesh?

Postby Matth » Thu Nov 20, 2014 8:44 pm UTC

Yes, same result. How you did your parpax navMeshes?
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Viech
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Re: Generating a NavMesh?

Postby Viech » Sat Nov 22, 2014 1:08 am UTC

Apparently I use »-game tremulous -nav ./maps/parpax.bsp« in my packaging script. :smile:
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
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Matth
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Location: Germany

Re: Generating a NavMesh?

Postby Matth » Sat Nov 22, 2014 1:47 pm UTC

Ok watch this:

*\unvanquished\daemonmap.exe -game tremulous -nav mms-stahl.bsp

0.9.8 v2
8 threads
q3map - v1.0r (c) 1999-2006 Id Software Inc.
q3map2 (ydnar) - v2.5.16
VFS Init: ..//base/

--- BSP ---
WARNING: Unknown option "-nav"
Loading \unvanquished\mms-stahl.bsp
entering \unvanquished\mms-stahl.bsp
WARNING: ParseEntity: { not found, found IBSP. - last entity was at: <0.00, 0.00, 0.00>...
Continuing to process map, but resulting BSP may be invalid.
0 areaportals
Size: 99999, 99999, 99999 to -99999, -99999, -99999
--- EmitMetaStats ---
0 total meta surfaces
0 stripped surfaces
0 fanned surfaces
0 patch meta surfaces
0 meta verts
0 meta triangles
--- WriteSurfaceExtraFile ---
Writing *\unvanquished\mms-stahl.srf
Writing *\unvanquished\mms-stahl.bsp
Wrote 0.0 MB (284 bytes)
0 seconds elapsed



So im using an old dmap version?
Viech: Can you share your deamonmap compiler (for windows or linux, doesn't matter) binaries with me? :cool:
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Viech
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Re: Generating a NavMesh?

Postby Viech » Sat Nov 22, 2014 8:47 pm UTC

Looks like a really old one given that it doesn't even know »-nav«. Here's my x86_64 linux daemonmap.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
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Matth
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Location: Germany

Re: Generating a NavMesh?

Postby Matth » Sun Nov 23, 2014 12:07 am UTC

./daemonmap: error while loading shared libraries: libpng16.so.16: cannot open shared object file: No such file or directory
Well i give up on this. Thanks anyways.
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Viech
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Re: Generating a NavMesh?

Postby Viech » Mon Nov 24, 2014 7:00 pm UTC

Well, the binary was linked against specific versions of shared libraries, so that was to be expected. I can compile navmeshes for your release if you want or you could compile a new daemonmap from source.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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