Resolved Scene Editor Navigation mesh generation tools not performing in scene editor 1.6.4

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Version number
1.6.4
Branch
Main
Modded/unmodded
Unmodded

Nordous

Sergeant Knight
Generation Tools - Generate Grids processes bud doesn't create any mesh. Just does nothing.
SCWYb.jpg

Border Nav Mesh Creation Tool gets infinitely stuck at 80% or 90%. It is also unclear what is this function is intended for and I think it is never mentioned in the Modding Documentation:
uXM_p.jpg
 
Generating grids on 1.6.3 causes a crash for me as well, after selecting yes or no on the prompt to remove existing navmesh, crashes regardless of if there is already navmesh on the map or not.
Crash Upload: 2021-10-30_17.59.25_83aaa0d21e912e56cc2c4431411ad103
 
Just to corroborate the above reports on an older version, "Generate Grids" also doesn't work for me on 1.6.1. It doesn't crash, but it doesn't function. I believe 1.6.0 was the last version in which the grids could be generated.
 
As you might know, we have changed the system with e1.6.1:
Better automatic navigation mesh generation for open field battles.

You can use the system via the Auto Nav Debug Tools. Here's how it works:
  1. Open the Auto Generate Parameter drop-down menu. Set "50" Agent Max Slope.
  2. Open the Auto Nav Debug Tools drop-down menu. Set Grid Size (specifies the edge height of the nav mesh quad). If you set the number too low you'll get too many navmesh faces which is bad for performance. We recommend 7 or 8 for Grid Size.
  3. Optional (recommended) Press the "Generate Region Borders" Button.
  4. Now it's ready. You can click "Generate Grids" button under the Generation Tools drop-down menu.
The "Generate Grids" option can only be used through the above system now. If you push the "Generate Grids" button without any preparation, you may receive an assertion.

Additionally, this only creates grid nav mesh faces in the non-edge places (where the grid would not cross any obstacle). Other parts of the scene must be done manually. This system likewise works best in battle scenes and may not be as useful in village or town scenes.
 
As you might know, we have changed the system with e1.6.1:
Better automatic navigation mesh generation for open field battles.

You can use the system via the Auto Nav Debug Tools. Here's how it works:
  1. Open the Auto Generate Parameter drop-down menu. Set "50" Agent Max Slope.
  2. Open the Auto Nav Debug Tools drop-down menu. Set Grid Size (specifies the edge height of the nav mesh quad). If you set the number too low you'll get too many navmesh faces which is bad for performance. We recommend 7 or 8 for Grid Size.
  3. Optional (recommended) Press the "Generate Region Borders" Button.
  4. Now it's ready. You can click "Generate Grids" button under the Generation Tools drop-down menu.
The "Generate Grids" option can only be used through the above system now. If you push the "Generate Grids" button without any preparation, you may receive an assertion.

Additionally, this only creates grid nav mesh faces in the non-edge places (where the grid would not cross any obstacle). Other parts of the scene must be done manually. This system likewise works best in battle scenes and may not be as useful in village or town scenes.
The original generate grids function (still available in 1.6.0) covered terrain with a sized grid contoured to that terrain. During the construction of worldmaps (as opposed to mission battle maps) it is important to cover the whole map with passable navmesh to avoid crashes during testing in game. That requires navmeshing every slope, not just those traversable by agents in mission scenes. The original 1.6.0 generate grids function was the best way to achieve this. As we are not only using the scene editor to make mission scenes, I'll test it with a 90 Agent Max Slope without pressing the Generate Region Borders button (irrelevant to worldmaps) and report back.

BTW I can't see any mention of the above changes in your modding patch notes for e.1.6.1.

1.6.1 Changes​

Greetings,

As part of the e1.6.1 patch, we made another set of modding-related adjustments. As they don’t all fit within the patch notes, we are sharing a list of the changed classes as well as some additional information here. Make sure to check the patch notes for some additional new adjustments.

Just like the OP notes:

To begin, the 1.6.1 patch introduced the following changes based on community requests:
We also introduced a new documentation page since the OP was created:
Beyond that, we continue to work on:
  • Making languages moddable.
  • Documentation on implementing new flora.
  • Documentation for using models to add attributes to items & determine the exact weapon damage.
  • Making UpgradeXpCost and GetXpValue moddable.
  • Minor faction hero templates being added through XML and storing them in the Clan object directly. Making minor faction hero spawn chance and hero limit values moddable.
  • Other requests (in earlier stages of development).
You can find the more detailed list of changed classes here:
Project nameClass nameINTERNAL CLASS CHANGE - REMOVEDINTERNAL FIELD/function CHANGE - REMOVED
TaleWorlds.MountAndBladeBallistaAIx
TaleWorlds.MountAndBladeBatteringRamAIx
TaleWorlds.MountAndBladeMangonelAIx
TaleWorlds.MountAndBladeSiegeLadderAIx
TaleWorlds.MountAndBladeSiegeTowerAIx
TaleWorlds.MountAndBladeTrebuchetAIx
SandBox.GauntletUIPanelScreenStatusx
TaleWorlds.MountAndBlade.GauntletUI.WidgetsChatMultiLineElementx
TaleWorlds.MountAndBlade.GauntletUI.WidgetsMapInfoBarWidgetx
TaleWorlds.MountAndBlade.ViewModelCollectionGenderBasedSelectedValuex
TaleWorlds.MountAndBlade.GauntletUIChatLineDatax
SandBoxFamilyFeudIssueMissionBehaviorx
SandBoxFamilyFeudIssuex
SandBoxFamilyFeudIssueQuestx
SandBoxNotableWantsDaughterFoundIssuex
SandBoxNotableWantsDaughterFoundIssueQuestx
SandBoxProdigalSonIssuex
SandBoxProdigalSonIssueQuestx
SandBoxRivalGangMovingInIssuex
SandBoxRivalGangMovingInIssueQuestx
SandBoxRuralNotableInnAndOutIssuex
SandBoxRuralNotableInnAndOutIssueQuestx
SandBoxSuspectNpcx
SandBoxTheSpyPartyIssuex
SandBoxTheSpyPartyIssueQuestx
StoryModeArzagosBannerPieceQuestx
StoryModeAssembleTheBannerQuestx
StoryModeBannerInvestigationQuestx
StoryModeCreateKingdomQuestx
StoryModeIstianasBannerPieceQuestx
StoryModeMeetWithArzagosQuestx
StoryModeSupportKingdomQuestx
StoryModeRebuildPlayerClanQuestx
StoryModeRescueFamilyQuestx
StoryModeConspiracyProgressQuestx
StoryModeAssembleEmpireQuestx
StoryModeMeetWithIstianaQuestx
StoryModeStopConspiracyQuestx
StoryModeWeakenEmpireQuestx
StoryModeFindHideoutTutorialQuestx
StoryModeLocateAndRescueTravellerTutorialQuestx
StoryModeTalkToTheHeadmanTutorialQuestx
StoryModeTravelToVillageTutorialQuestx
TaleWorlds.CampaignSystemDeclareWarDecisionOutcomex
TaleWorlds.CampaignSystemExpelClanDecisionOutcomex
TaleWorlds.CampaignSystemPolicyDecisionOutcomex
TaleWorlds.CampaignSystemKingSelectionDecisionOutcomex
TaleWorlds.CampaignSystemMakePeaceDecisionOutcomex
TaleWorlds.CampaignSystemClanAsDecisionOutcomex
TaleWorlds.CampaignSystemSettlementClaimantPreliminaryOutcomex
TaleWorlds.CampaignSystemArmyNeedsSuppliesIssuex
TaleWorlds.CampaignSystemArmyNeedsSuppliesIssueQuestx
TaleWorlds.CampaignSystemArtisanCantSellProductsAtAFairPriceIssuex
TaleWorlds.CampaignSystemArtisanCantSellProductsAtAFairPriceIssueQuestx
TaleWorlds.CampaignSystemArtisanOverpricedGoodsIssuex
TaleWorlds.CampaignSystemArtisanOverpricedGoodsIssueQuestx
TaleWorlds.CampaignSystemCapturedByBountyHuntersIssuex
TaleWorlds.CampaignSystemCapturedByBountyHuntersIssueQuestx
TaleWorlds.CampaignSystemCaravanAmbushIssuex
TaleWorlds.CampaignSystemCaravanAmbushIssueQuestx
TaleWorlds.CampaignSystemEscortMerchantCaravanIssuex
TaleWorlds.CampaignSystemEscortMerchantCaravanIssueQuestx
TaleWorlds.CampaignSystemExtortionByDesertersIssuex
TaleWorlds.CampaignSystemExtortionByDesertersIssueQuestx
TaleWorlds.CampaignSystemGangLeaderNeedsRecruitsIssuex
TaleWorlds.CampaignSystemGangLeaderNeedsRecruitsIssueQuestx
TaleWorlds.CampaignSystemGangLeaderNeedsToOffloadStolenGoodsIssuex
TaleWorlds.CampaignSystemGangLeaderNeedsToOffloadStolenGoodsIssueQuestx
TaleWorlds.CampaignSystemGangLeaderNeedsWeaponsIssuex
TaleWorlds.CampaignSystemGangLeaderNeedsWeaponsIssueQuestx
TaleWorlds.CampaignSystemHeadmanNeedsGrainIssuex
TaleWorlds.CampaignSystemHeadmanNeedsGrainIssueQuestx
TaleWorlds.CampaignSystemHeadmanNeedsToDeliverAHerdIssuex
TaleWorlds.CampaignSystemHeadmanNeedsToDeliverAHerdIssueQuestx
TaleWorlds.CampaignSystemHeadmanVillageNeedsDraughtAnimalsIssuex
TaleWorlds.CampaignSystemHeadmanVillageNeedsDraughtAnimalsIssueQuestx
TaleWorlds.CampaignSystemLadysKnightOutIssuex
TaleWorlds.CampaignSystemLadysKnightOutIssueQuestx
TaleWorlds.CampaignSystemLandLordCompanyOfTroubleIssuex
TaleWorlds.CampaignSystemLandLordCompanyOfTroubleIssueQuestx
TaleWorlds.CampaignSystemLandlordNeedsAccessToVillageCommonsIssuex
TaleWorlds.CampaignSystemLandlordNeedsAccessToVillageCommonsIssueQuestx
TaleWorlds.CampaignSystemLandLordNeedsManualLaborersIssuex
TaleWorlds.CampaignSystemLandLordNeedsManualLaborersIssueQuestx
TaleWorlds.CampaignSystemLandLordTheArtOfTheTradeIssuex
TaleWorlds.CampaignSystemLandLordTheArtOfTheTradeIssueQuestx
TaleWorlds.CampaignSystemLandlordTrainingForRetainersIssuex
TaleWorlds.CampaignSystemLandlordTrainingForRetainersIssueQuestx
TaleWorlds.CampaignSystemLesserNobleRevoltIssuex
TaleWorlds.CampaignSystemLesserNobleRevoltIssueQuestx
TaleWorlds.CampaignSystemLordNeedsGarrisonTroopsIssuex
TaleWorlds.CampaignSystemLordNeedsGarrisonTroopsIssueQuestx
TaleWorlds.CampaignSystemLordNeedsHorsesIssuex
TaleWorlds.CampaignSystemLordNeedsHorsesIssueQuestx
TaleWorlds.CampaignSystemLordsNeedsTutorIssuex
TaleWorlds.CampaignSystemLordsNeedsTutorIssueQuestx
TaleWorlds.CampaignSystemLordWantsRivalCapturedIssuex
TaleWorlds.CampaignSystemLordWantsRivalCapturedIssueQuestx
TaleWorlds.CampaignSystemMerchantArmyOfPoachersIssuex
TaleWorlds.CampaignSystemMerchantArmyOfPoachersIssueQuestx
TaleWorlds.CampaignSystemMerchantNeedsHelpWithOutlawsIssuex
TaleWorlds.CampaignSystemMerchantNeedsHelpWithOutlawsIssueQuestx
TaleWorlds.CampaignSystemNearbyBanditBaseIssuex
TaleWorlds.CampaignSystemNearbyBanditBaseIssueQuestx
TaleWorlds.CampaignSystemRaidAnEnemyTerritoryIssuex
TaleWorlds.CampaignSystemRaidAnEnemyTerritoryQuestx
TaleWorlds.CampaignSystemQuestSettlementx
TaleWorlds.CampaignSystemScoutEnemyGarrisonsIssuex
TaleWorlds.CampaignSystemScoutEnemyGarrisonsQuestx
TaleWorlds.CampaignSystemTheConquestOfSettlementIssuex
TaleWorlds.CampaignSystemTheConquestOfSettlementIssueQuestx
TaleWorlds.CampaignSystemVillageNeedsToolsIssuex
TaleWorlds.CampaignSystemVillageNeedsToolsIssueQuestx
Again, the classes that inherit from these are not specifically mentioned but are still affected by the change of their parent class. We will continue to review the code base as we develop the game and you highlight limitations that you are facing.

Thank you for all your feedback. If you have any questions or would like to make further requests, please discuss them below (or HERE).
 
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@Dejan tried out the above in 1.6.5 with a 16x16 custom worldmap and the editor crashed each time. Crashed with Agent Max Slope set to 90 and if set to 50. Crashed if grid size set to 5 (my preference) or 7 (your recommendation). Crashed if I chose to delete the existing Calradian navmesh or leave it in place. Presumably, it only works on smaller mission scenes?
My virus software now identifies the final part of your crash uploader as malware, stopping it from compressing crash reports and attempting to upload them. So, I compressed one of the crash folders and uploaded it here https://www.mediafire.com/file/unj40qhcvnht2kh/2021-11-23_14.02.49.zip/file

BTW I reverted to 1.6.0 and generated a 5 metre grid for this worldmap the old way. Version hopping is very time consuming.
 
Last edited:
As you might know, we have changed the system with e1.6.1:
Better automatic navigation mesh generation for open field battles.

You can use the system via the Auto Nav Debug Tools. Here's how it works:
  1. Open the Auto Generate Parameter drop-down menu. Set "50" Agent Max Slope.
  2. Open the Auto Nav Debug Tools drop-down menu. Set Grid Size (specifies the edge height of the nav mesh quad). If you set the number too low you'll get too many navmesh faces which is bad for performance. We recommend 7 or 8 for Grid Size.
  3. Optional (recommended) Press the "Generate Region Borders" Button.
  4. Now it's ready. You can click "Generate Grids" button under the Generation Tools drop-down menu.
The "Generate Grids" option can only be used through the above system now. If you push the "Generate Grids" button without any preparation, you may receive an assertion.

Additionally, this only creates grid nav mesh faces in the non-edge places (where the grid would not cross any obstacle). Other parts of the scene must be done manually. This system likewise works best in battle scenes and may not be as useful in village or town scenes.
Oh, thanks a lot! I will note this method and test shortly if it's stable for in-game scenes.
 
BTW I can't see any mention of the above changes in your modding patch notes for e.1.6.1.
The changes in that thread are only the ones based on direct community feedback. But I only did that with 160/161 and maybe some higher versions - recently I include ALL of the modding related changes in that thread.
@Dejan tried out the above in 1.6.5 with a 16x16 custom worldmap and the editor crashed each time. Crashed with Agent Max Slope set to 90 and if set to 50. Crashed if grid size set to 5 (my preference) or 7 (your recommendation). Crashed if I chose to delete the existing Calradian navmesh or leave it in place. Presumably, it only works on smaller mission scenes?
My virus software now identifies the final part of your crash uploader as malware, stopping it from compressing crash reports and attempting to upload them. So, I compressed one of the crash folders and uploaded it here https://www.mediafire.com/file/unj40qhcvnht2kh/2021-11-23_14.02.49.zip/file
Passed it on to QA.
Oh, thanks a lot! I will note this method and test shortly if it's stable for in-game scenes.
Let us know if it works!
 
tried it on 1.6.3, after setting parameters to the suggested ones, generate grids did nothing, the progress bar popped up for a second then disappeared, and no navmesh was generated. When trying to generate with autogen, it only created a single massive face that covered the entire map. Also tried messing around with the parameters, but nothing seemed to change.
 
Following this up, 1.7.0 the navmesh grid gen still doesn't work, same issue as above, except the generate grids progress bar now stays, consumes resources and takes while, but in the end it still doesn't do anything, just a blank scene with no navmesh at all.
@Dejan would it be possible for us to get the old grid gen back? It was simple but it was quick and (most importantly) it worked, at the moment the only way to efficiently make navmesh on most scenes is to version hop back 5 or 6 versions, which like NPC mentioned takes a while to do.
 
Following this up, 1.7.0 the navmesh grid gen still doesn't work, same issue as above, except the generate grids progress bar now stays, consumes resources and takes while, but in the end it still doesn't do anything, just a blank scene with no navmesh at all.
@Dejan would it be possible for us to get the old grid gen back? It was simple but it was quick and (most importantly) it worked, at the moment the only way to efficiently make navmesh on most scenes is to version hop back 5 or 6 versions, which like NPC mentioned takes a while to do.
This is exactly what happened to me on 1.7.0
 
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