Creating AI support (Co-op) For Your PR Map

Information and tutorials related to modding BF2.
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: Creating AI support (Co-op) For Your PR Map

Post by dunem666 »

Double_13 wrote:Hi I guess ill shed some light on this topic as I mainly do navmeshing for coop now.

First off you have to make sure that the file extention .py is ran by python (2.7.14) and not by notepad++ or any other.

Time to get complicated. I do not use the vanilla Create Navmesh but I do use the vanilla Fix Navmesh.

The backing reason for this is that Dnamro's navmesh tool does not require the editor to launch to generate the navmesh. It also doesnt crash your regular PR game everytime it increases its cutsize while the Vanilla navmesher does. The fix navmesh from Dnamro does not work so i use the vanilla one and yet so far i have to see issues with using this combination.

You can find the tool mentioned above here
https://drive.google.com/file/d/1dwaGqT ... EUph6/view

But remember the .py files does need to be set to python or else this simply does not work.

look over this topic again and make sure you did not miss any step
https://www.realitymod.com/forum/showth ... p?t=103902

Some great input. Thank you very much, I will give this a shot.

If I still struggle, would you be willing to give my new map a navmesh? I will order you pizza :D
dunem
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Double_13
Posts: 45
Joined: 2016-10-16 21:29

Re: Creating AI support (Co-op) For Your PR Map

Post by Double_13 »

dunem666 wrote:Some great input. Thank you very much, I will give this a shot.

If I still struggle, would you be willing to give my new map a navmesh? I will order you pizza :D
Sure just send me the map and I will mesh it.

I got for most staticobjects a _nav object thanks to outlawz so unless you use some new structures without a col3 mesh the navmesh process should not be an issue.

Keep me informed where if you managed to get your navmesher running.
Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: Creating AI support (Co-op) For Your PR Map

Post by Fastjack »

With that in mind, lets continue.
For this tutorial you'll need default editor install, the necessary files come with it as mentioned and the nav statics.

Nav Statics Download

Unzip this file to mods/pr_edit/objects. All of the _nav versions can then be found at mods/pr_edit/objects/staticobjects/_stuff. If your static doesn't have a _nav there then it's probably already got one as part of its original file.

Are this navstatics up to date or exist there more?

Thx in Advance
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Creating AI support (Co-op) For Your PR Map

Post by Rabbit »

Fastjack wrote:Are this navstatics up to date or exist there more?

Thx in Advance
Why what are you meshing?
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AfSoccer "I just don't see the natural talent."
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Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: Creating AI support (Co-op) For Your PR Map

Post by Fastjack »

Preparing Editor with EVERYTHING and have now the option to use 2nd pc for navmeshing.

With new pc the Editor loads really really quick. But that have no impact on navmeshing.

Why? You have something for me? :33_love:


And you wont believe …. currently i try to figure out to remove ONE messy big jungle_tree_02 from a overgrowth.con ……. :mad: because ist sitting in the middle of a road.

But new pc runs fine and quick. There is really a difference AMD and Intel ..
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