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Uthgard Navgen
PostPosted: Wed Jan 27, 2021 6:53 pm
by Shursan
Hey,
I'm actually working on the navgen from uth (Thanks to them...) for make it compilable and usable.
I got now somes results, generation off map .obj then create .nav files.
I will commit it soon if community is ready to share there implementations, or maybe the creator himself can do it.
We all know at who give credits for all this works... Thank's again.
Re: Uthgard Navgen
PostPosted: Wed Feb 03, 2021 11:10 am
by Shursan
https://github.com/Shursan/uthgard-open ... ee/Origins
Feel free to request help here if u need help to run it.
Stay server implementations, seems that's a huge task.
Re: Uthgard Navgen
PostPosted: Tue May 25, 2021 12:53 am
by Dre
Thanks for your work, I generated every zones:
https://amtenael.fr/pathing.7z (the node pathing service use nearly 7gb of ram with all maps).
I also worked to implement it in the server, it's not perfect but it works:
https://www.youtube.com/watch?v=3a4q1R5-vwk
The last issue to merge it, it's the ReUth.dll which is needed for the system to work, I think I will try to redo it...
Re: Uthgard Navgen
PostPosted: Mon May 31, 2021 4:00 pm
by Shursan
amazing Dre!
i also generated all the maps, but i remember somes on midgard problematic.
I will try to implement your pathing implementation as soon possible on Origins..
Is the Wip pathing from uthgard commit contains all or there's others commit ?
Re: Uthgard Navgen
PostPosted: Tue Jun 01, 2021 10:47 am
by Dre
My work in progress is here:
https://github.com/JVirant/DOLSharp the fork contains more than just pathing but I try to prefix every commit about pathing with "pathing: ...".
It's clearly not finished, mixing C# async Tasks with scheduling of DOL is clearly not perfect... Actually, I'm impressed that it doesn't crash in a few minutes.
Re: Uthgard Navgen
PostPosted: Sat Jul 03, 2021 12:26 pm
by elcotek
The pathing goes much better if you use a mixture of Point3D and Vector, especially pets and riding benefits from it very much. I first had to re-adjust a lot of my server because Brotherland has built in many custom code for pets, monsters and NPC moving.
Even riding and boating does not cause any problems or laags.
The Pathing System is now active on Brotherland and works realy great, but i miss the zone files for ToA dungeons like zone 137 Medusa Temple of twilight i cant't find them in the Client files !?
The credit for the system clearly goes to Uthgard and thekroko, who made the source code available to us through their open source policy.
https://github.com/thekroko/uthgard-opensource
Re: Uthgard Navgen
PostPosted: Sat Jul 03, 2021 5:45 pm
by elcotek
I found a solution. Twilight is also Zone080 Albion. Simply rename the zone in 137 for Hib and 037 for Mid. This works because the mesh is identical for the other zones.
Re: Uthgard Navgen
PostPosted: Mon Jul 05, 2021 4:24 pm
by Dre
The pathing goes much better if you use a mixture of Point3D and Vector, especially pets and riding benefits from it very much.
I don't understand, Point3D is a integer coordinate, Vector3 is used for the same thing but use floats, if it's better with "Point3D", it's probably a bug in the transition from Point3D to Vector3...
I found a solution. Twilight is also Zone080 Albion. Simply rename the zone in 137 for Hib and 037 for Mid. This works because the mesh is identical for the other zones.
Yeah, I think there is many dungeons using the same meshes but with different textures, it may be a good way to reduce memory usage to use the same navmesh for them

Re: Uthgard Navgen
PostPosted: Thu Jul 08, 2021 11:38 am
by elcotek
The pathing goes much better if you use a mixture of Point3D and Vector, especially pets and riding benefits from it very much.
I don't understand, Point3D is a integer coordinate, Vector3 is used for the same thing but use floats, if it's better with "Point3D", it's probably a bug in the transition from Point3D to Vector3...
The results count in the end and nothing else. It also saved a lot of unnecessary work and time
Here are the result:
https://www.youtube.com/watch?v=EG_JTQhFD94
Re: Uthgard Navgen
PostPosted: Fri Jul 16, 2021 8:00 pm
by Shursan
the navgen program got also an hardcoded values on region
- Code: Select all
RecastBuildRegionID = // classic and SI
"1,10,20,21,22,23,24,25,50,51,60,61,62,100,101,125,126,127,128,129,150,151,160,161,180,181,190,191,200,201,220,221,222,223,224,246,248,249,250,251,252,253,269,270,271,276,277";