What size should navigation mesh areas be? I've noticed
nav_generate_incremental adding tiny areas on the edges of roofs and huge
areas that go quite a bit past a ramp. AFAIK the size matters most when a
spitter or a fire is there, since the entire area is marked as dangerous.

Is there a rule of thumb for the size of areas in wide open spaces?


On Thu, Oct 10, 2013 at 12:18 PM, Robert Riter <[email protected]>wrote:

> If your zombies aren't spawning in very well, it's likely your nav mesh.
> While most guides will tell you otherwise, I find any attempt to let the
> game auto-create a nav mesh end in disaster, more or less, for a bunch of
> reasons.  Anymore if I want the game to generate a nav for an area, I'll
> use the radius generation instead so I can continue doing the majority
> manually.
>
> Since I've changed navmesh methods, my zombies have always been
> hyper-aggressive and will absolutely pour out from any location you can't
> see, and I've had a drastically, drastically better time getting my flows
> to work on any given map.
>
> Give it a shot in a small sample area of the map (creating a nav from
> scratch) and see if it helps things.
>
>
> On Mon, Sep 30, 2013 at 12:00 PM,
> <[email protected]>wrote:
>
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> >    1. Tell the director where to spawn zombies? (Steffen Walliser)
> >
> >
> > ----------------------------------------------------------------------
> >
> > Message: 1
> > Date: Mon, 30 Sep 2013 20:13:43 +0200
> > From: Steffen Walliser <[email protected]>
> > To: [email protected]
> > Subject: [L4Dmapper] Tell the director where to spawn zombies?
> > Message-ID: <[email protected]>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hi there,
> > currently I'm working on my old L4D2 Survival / Scavenge Map. I want to
> > update it and then bring it to the workshop. But it still has some
> > gameplay flaws, in survival mode it's too easy if you got a good spot. I
> > must admit this is partly because of the map layout, but I can't change
> > that anymore or I would have to rework big parts of the map which is not
> > worth the time.
> >
> > I tried to compensate the layout flaws by creating some extra rooms
> > especially for zombie spawns. The problem is: It seems like the AI
> > director doesn't use these spawn areas very much. I already marked the
> > nav areas as "obscured" but maybe this isn't useful in survival mode. So
> > is there anything else I can do to tell the director where he should
> > spawn zombies?
> >
> >
> >
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> > End of L4Dmapper Digest, Vol 54, Issue 5
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