I made a beautiful BTB map.
Besides some finishing touches, the Navmesh is all that’s missing.
It always fails to generate. I already put some blockers around some tricky areas, but it still spits out errors.
Is there anyone with some experience around here, who wants to take a look? (:
Perhaps you can find the issue…
What errors are you referring to
I came here to post my own thread, but commenting here will do just fine:
I, too, am experiencing the same issue. Digging into the web a bit turns up the fact that WE ARE NOT ALONE.
- This seems to happen on larger maps most often.
- This seems to happen on “Mires” to an extra degree, though my map is on “Ecliptic”.
- This seems to be fixed for SOME people by not only Nav-Cutting your “tricky spots”, but literally surrounding your map with a boundary of Nav-Cutters so that all the edges overlap, and dialing up the boundary size to maximum, to force the game to ignore generating any nav in those areas…though I am here to report this has also failed to work for me.
- as a side note, I am also discovering that many objects that can be scaled creatively to form new objects seem to have collision barriers that are inconsistent with the visible skin of the object…meaning if you use a forerunner accent piece, but stretch it super long and turn it horizontal and use it as a bridge, you may find the player falls right through the object at a certain point… I have tried to address this with player blockers, which do indeed fix the gap for players, but seem to have no positive effect in convincing the game to generate the Nav-Mesh across the patched spot.
Thx, I’ll try some of that.
It’s indeed a larger map and already sourrounded by cuters - mostly.
There is just one cliff where I put a cutter on the ground, but not as a boundary. Perhaps because of that, it’s still too big to generate…
And there is one bridge made from Player- and Ammo-Blockers. Maybe that’s too confusing…?
Ok, adding those cutters didn’t work.
Is still get the error, that it failed to generate…