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Increase recast scale factor and tile size
Increased recast scale fixes navmesh around (-28585, -29951, 483). Increased tile size compensates decrease of total navmesh area.
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2 changed files with 5 additions and 5 deletions
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@ -176,12 +176,12 @@ recast scale factor
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:Type: floating point
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:Type: floating point
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:Range: > 0.0
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:Range: > 0.0
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:Default: 0.023529411764705882
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:Default: 0.029411764705882353
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Scale of nav mesh coordinates to world coordinates. Recastnavigation builds voxels for world geometry.
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Scale of nav mesh coordinates to world coordinates. Recastnavigation builds voxels for world geometry.
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Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size
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Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size
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"recast scale factor" / "cell size". Default value calculates by this equation:
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"recast scale factor" / "cell size". Default value calculates by this equation:
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sStepSizeUp * "recast scale factor" / "cell size" = 4 (max climb height should be equal to 4 voxels).
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sStepSizeUp * "recast scale factor" / "cell size" = 5 (max climb height should be equal to 4 voxels).
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Changing this value will change generated nav mesh. Some locations may become unavailable for NPC and creatures.
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Changing this value will change generated nav mesh. Some locations may become unavailable for NPC and creatures.
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Pay attention to slopes and roofs when change it. Increasing this value will reduce nav mesh update latency.
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Pay attention to slopes and roofs when change it. Increasing this value will reduce nav mesh update latency.
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@ -642,8 +642,8 @@ enable = true
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# Scale of NavMesh coordinates to world coordinates (value > 0.0). Recastnavigation builds voxels for world geometry.
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# Scale of NavMesh coordinates to world coordinates (value > 0.0). Recastnavigation builds voxels for world geometry.
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# Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size
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# Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size
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# "recast scale factor" / "cell size". Default value calculates by this equation:
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# "recast scale factor" / "cell size". Default value calculates by this equation:
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# sStepSizeUp * "recast scale factor" / "cell size" = 4 (max climb height should be equal to 4 voxels)
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# sStepSizeUp * "recast scale factor" / "cell size" = 5 (max climb height should be equal to 4 voxels)
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recast scale factor = 0.023529411764705882
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recast scale factor = 0.029411764705882353
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# The z-axis cell size to use for fields. (value > 0.0)
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# The z-axis cell size to use for fields. (value > 0.0)
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# Defines voxel/grid/cell size. So their values have significant
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# Defines voxel/grid/cell size. So their values have significant
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@ -671,7 +671,7 @@ detail sample max error = 1.0
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max simplification error = 1.3
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max simplification error = 1.3
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# The width and height of each tile. (value > 0)
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# The width and height of each tile. (value > 0)
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tile size = 64
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tile size = 128
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# The size of the non-navigable border around the heightfield. (value >= 0)
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# The size of the non-navigable border around the heightfield. (value >= 0)
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border size = 16
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border size = 16
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