### Edited
Here thread of the release [Only registered and activated users can see links. Click Here To Register...]
### Edited
Hello everyone,
During this corona virus I've some free time to work on my sro old project, some years before I was able to remove collision from an object in map (No the object collision, only the one on the map) but it wasn't really interessting.
After some researchs (thanks DaxterSoul repository and (push)edxnvmviewer) I'm able to create a .nvm file from .o2 file (using SRO Map Editor from Perryj for add Object easily).
Here what I've found:
As we know in the .nvm, the first part is the Objects declaration then the second part the navigation-cells.
In navigation-cells we've the declaration of all cells which contains object in our map.
In each of these cells, we will check if one of our objects is in the cell, if it's the case we put it's "index" in the cellExtra.
For doing this it's pretty easy, you'll need the "size" of each object (Can be found in the BoundingBox0 of bsr file [Only registered and activated users can see links. Click Here To Register...] and create a Box3 with them).
Then with these value (Size, PosX PosY and PosZ) you can determine if the object is in the NavigationCell.
By checking if the box object intersects in the box cell.
But I'm sure 99% I'm doing this wrong, I would like to know if some people was able to know how those navigation-cell are generated, from what exactly ? Terrain which much object got like 100+ navigation-cells, and terrain with no object got only 4 navigation cell. But if I add object to terrain with 4 navigation cell everything work well.
It's working by using the navigation-cell of old navmesh, just pimped it with the new Objects declaration (which come from o2 file).
Have to clean my code before releasing it.
Here files if someone want to use it, it can be bugged so use it at your own risk
Here thread of the release [Only registered and activated users can see links. Click Here To Register...]
### Edited
Hello everyone,
During this corona virus I've some free time to work on my sro old project, some years before I was able to remove collision from an object in map (No the object collision, only the one on the map) but it wasn't really interessting.
After some researchs (thanks DaxterSoul repository and (push)edxnvmviewer) I'm able to create a .nvm file from .o2 file (using SRO Map Editor from Perryj for add Object easily).
Here what I've found:
As we know in the .nvm, the first part is the Objects declaration then the second part the navigation-cells.
In navigation-cells we've the declaration of all cells which contains object in our map.
In each of these cells, we will check if one of our objects is in the cell, if it's the case we put it's "index" in the cellExtra.
For doing this it's pretty easy, you'll need the "size" of each object (Can be found in the BoundingBox0 of bsr file [Only registered and activated users can see links. Click Here To Register...] and create a Box3 with them).
Then with these value (Size, PosX PosY and PosZ) you can determine if the object is in the NavigationCell.
By checking if the box object intersects in the box cell.
But I'm sure 99% I'm doing this wrong, I would like to know if some people was able to know how those navigation-cell are generated, from what exactly ? Terrain which much object got like 100+ navigation-cells, and terrain with no object got only 4 navigation cell. But if I add object to terrain with 4 navigation cell everything work well.
It's working by using the navigation-cell of old navmesh, just pimped it with the new Objects declaration (which come from o2 file).
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|
Have to clean my code before releasing it.
Here files if someone want to use it, it can be bugged so use it at your own risk