From bfe6005ed484923fa72b183793f51062ce53cbbb Mon Sep 17 00:00:00 2001 From: elsid Date: Mon, 7 Oct 2019 21:29:41 +0200 Subject: [PATCH] Increase default recast scale factor To make 4 voxels fit into sStepSizeUp = 34: "recast scale factor" = 4 * "cell size" / sStepSizeUp --- docs/source/reference/modding/settings/navigator.rst | 4 ++-- files/settings-default.cfg | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/docs/source/reference/modding/settings/navigator.rst b/docs/source/reference/modding/settings/navigator.rst index 42494a4760..db2ad66cfa 100644 --- a/docs/source/reference/modding/settings/navigator.rst +++ b/docs/source/reference/modding/settings/navigator.rst @@ -176,12 +176,12 @@ recast scale factor :Type: floating point :Range: > 0.0 -:Default: 0.017647058823529415 +:Default: 0.023529411764705882 Scale of nav mesh coordinates to world coordinates. Recastnavigation builds voxels for world geometry. Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size "recast scale factor" / "cell size". Default value calculates by this equation: -sStepSizeUp * "recast scale factor" / "cell size" = 3 (max climb height should be equal to 3 voxels). +sStepSizeUp * "recast scale factor" / "cell size" = 4 (max climb height should be equal to 4 voxels). Changing this value will change generated nav mesh. Some locations may become unavailable for NPC and creatures. Pay attention to slopes and roofs when change it. Increasing this value will reduce nav mesh update latency. diff --git a/files/settings-default.cfg b/files/settings-default.cfg index 6ae183ad6e..f999cbb01c 100644 --- a/files/settings-default.cfg +++ b/files/settings-default.cfg @@ -642,8 +642,8 @@ enable = true # Scale of NavMesh coordinates to world coordinates (value > 0.0). Recastnavigation builds voxels for world geometry. # Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size # "recast scale factor" / "cell size". Default value calculates by this equation: -# sStepSizeUp * "recast scale factor" / "cell size" = 3 (max climb height should be equal to 3 voxels) -recast scale factor = 0.017647058823529415 +# sStepSizeUp * "recast scale factor" / "cell size" = 4 (max climb height should be equal to 4 voxels) +recast scale factor = 0.023529411764705882 # The z-axis cell size to use for fields. (value > 0.0) # Defines voxel/grid/cell size. So their values have significant