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CK Basics: Lesson #2


DarkRider
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CK Basics Lesson #2: Living Interiors

CKBgd_Edit.png

 

Welcome Back, Student!

By now you should have completed the Introduction to this course as well as Lesson #1 and by completed that means, you have posted your homework assignments and points have been successfully achieved toward your CK Medal. If you haven't done the earlier assignments and are a novice, do take the time to start from the beginning or you will find this lesson confusing.

In this lesson we will be learning how to develop an interior using havocked items such as table settings, how to create custom containers, and also the basics of NavMesh pathing.

Part I: Reloading

If you haven't done so already time to cue up the Creation Kit.

We're ready to get back to work on our tutorial interior. Just like before when we started our mod, we're going to load the Skyrim.esm again, only this time, we're going to add a step. Go to File>Data, or click the Data folder icon on the main toolbar. When you check the box next to Skyrim.esm, you also want to check the box next to our tutorial mod. With the tutorial mod highlighted click "Active File" to make it the active file we're going to edit.

CK23.jpg

This is an important step when you are returning to work on a mod you've already started. By making it the active file, the CK knows to include any work you do now in that same .esp. Otherwise, the CK will save your new changes as a second mod! :shock: We don't want to create a bunch of half mods that need one another to play, that would be a real headache so make sure you set your file as the active file when you load it up each time.

:smarty:Smarty Says: If you check your mod, but forget to set the Active file, the CK will remind you so always pay attention to the messages the CK gives you, it can save you headaches later and be useful for troubleshooting.

Part II: Havocked Clutter

Once the CK has loaded your mod, let's find our interior cell in the cell view window and load it in the render window by double clicking on it in the list; if you were paying attention to our naming conventions in Lesson #1, you'll find it near the top of the list.

CK24.jpg

When the cell loads you'll see your house interior floating in that now familiar gray void. Click on it once and tap Y to swing your camera in alongside your interior, then zoom in with your mouse wheel until you are close enough to work, and tap A to turn on your work light.

CK25.jpg

We're going to start adding to our interior design by creating a table setting on one of our tables. In Lesson #1 we added chairs to our tables and chair markers can make the scene a little difficult to navigate. Tap the M key to turn off Marker view so we can work with a table closely.

Click on one of the tables in the render window, tap Y to swing alongside it, and then rotate your camera a bit so you have a good view of the table. Time to return to the Object Window, only this time we're not going to search for items under World Objects, we want to look at the Items category; just click the + sign next to items to expand the tree. You see a number of branches under the Items category, so let's take a minute to explore what these categories contain.

 

 

 

 

  • Ammo: contains all the various arrows that can be placed for collection by players, as well as darts and ballista bolts.
  • Armor: contains all the various armors for the game
  • Armor: contains all the various armor addons for the game, addons are subordinate to base armors.
  • Book: contains all books, notes, and scrolls
  • Constructible Object: contains all recipes for creatable items such as armors, weapons, foods, etc.
  • Ingredient: contains all plant ingredients, not plants, but the bits of plants players can harvest
  • Key: contains all keys for the game
  • Leveled Item: contains leveled items, these items cannot be placed in the render window
  • Misc Item: contains all havocked items like dishes, tools, and miscellaneous clutter like baskets and buckets
  • Outfit: contains the clothing groups that can be assigned to NPCs. Cannot be dropped into the render window.
  • Soul Gem: contains all soul gems, filled and not, including black soul gems
  • Weapon: contains all blade, blunt, staves, and bow weapons

 

 

 

For setting our table we want to start by clicking the Misc Items category. When the list is compiled in the list pane, find BasicPlate01 near the top of the list, and then drag it into the render window to your table. If you modded Oblivion you might expect the objects to drop in front of your camera and require manual positioning. In Skyrim, objects drop to the surface you drag them over, and then just require some minor tweaking.

CK26.jpg

When tha's done, let's grab a matching cup, BasicTankard01 and add that alongside the plate. You've no doubt noticed we've been using objects starting with "basic". The Bethesda developers use naming conventions too, but just like modders they are varied depending on the dev who created those objects.

:smarty:Smarty Says: By paying attention to naming conventions used by developers you can better estimate where the things you want will be located. Don't get discouraged if you can't find something you want right away though, with practice you will learn and remember where things are. If you need help, try using Edit>Find Text to do a keyword search for items you need. Or just type your keywords in the filter bar to narrow your search.

Now let's add some eating utensils! Find BasicFork01 and BasicKnife01 and add them to the table with our plate and tankard. Your utensils may be facing the wrong direction and need to be rotated, to do this click on the item you want to rotate, then hold your right mouse button and move your mouse to start rotating it. You may need to click and rotate a couple times to get it rotated all the way around.

Once you have a place setting, we're going to save some time using duplication. Duplicating things is a useful modders shortcut. It saves you the trouble of hunting for things and drag/drop placing things repeatedly. To duplicate your place setting start by clicking on your plate. Then hold ctrl and click your cup fork and knife so that all the items are highlighted.

CK27.jpg

Once highlighted, click ctrl+d to duplicate the items. Your cursor will have become a cross, indicating you can move the items you're hovered over. Left click and drag the duplicate set over to a new place at the table.

CK28.jpg

:smarty: Smarty Says: Sometimes when you duplicate and item your cursor doesn't turn into the move symbol. To move your duplicates, deselect by clicking a neutral item like the table, then click on your plate, hold ctrl and click on each of your items to reselect the duplicated place setting. Your cursor should change then.

Not only can you duplicate and move a whole place setting, you can also rotate a whole place setting. To try this, with all the pieces still highlighted, hold your right mouse button and move your mouse to rotate it into the position you need for the other side of the table.

Whatever the shape of your table you should now have 2 place settings.

CK29.jpg

Save! And then let's add a bit of food to our table.

Click on the + next to the Magic category to expand that category tree, then click the Potion category in the object window to load your potion, beverages, and food stuffs. In this section food items begin with "food". Find FoodBread01B in the list and drag it into the render window to a blank place on your table. Make sure you rotate your camera to check that your bread landed on the table and is not floating on your place settings.

Anytime you add a havocked object like Food to another havoc object like a plate, you have to consider how these objects will relate once havoc is applied in the CK or in game. Usually, havocked objects will push against one another and you may find your food springing across the room as a result. To prevent this, double click on your food objects to open the ref edit dialog box. There you will find a flag called "Don't Havoc Settle". Check the box next to this flag and click Ok to set it. This will keep your food on the plates or table where it belongs.

CK29a.jpg

Let's leave the table for now, and go to the bookcase you placed in your interior. If you don't have a bookcase, go to WorldObjects>Static, look for UpperShelf01, and add it to your house now. When you have a bookcase ready, click on it, tap Y, and zoom in a bit to get it close enough to work on. In the object window, go to Items>Misc Item, find Drum, and drag/drop it on the middle shelf to place it in the bookcase. Then go to Items>Book and click book to load the books in the list. Find Book0RansomOfZarek and drag it into the window. Books are rarely at the right rotation, so double click on your book to open your reference box and change the X rotation to 90 so it's in the right position for your bookshelf, click OK, then place it on the shelf beside your drum.

CK30.jpg

Save!

Cluttering a house is a lot of repetition; you will want to explore the Items tree for cluttering materials. However, clutter items like books and dishes are havocked, so they behave a little differently from static items. You want to keep two things in mind
 

 

  • Havocked items cannot be placed too close to one another or they will fly out of place when loaded by the player. Leave some space between books and place settings, or food in bowls.
  • The more small items added in one cell, the higher the impact on a play's frame rates. A house packed with loads of clutter may look pretty to your eye, but is not practical for playing since such homes can render a player's fps to crippling levels. Be creative, but judicious.

 

:smarty:  Smarty Says: The havoc sim button Tool10.jpg can be a useful tool in Skyrim modding when placing havocked items. Havoc sim in the CK behaves similarly to the in game havoc physics and can help you see how your havocked items behave in the game world; like turning on gravity.

Part III: Customizing Containers

It's time to talk about creating custom containers. While they are a very important part of cluttering any scene, containers are the source of two of the most common beginner modding blunders. :down:

1. Container Mistake #1: Use of Respawning Containers for Player Storage
The _NoRespawn at the end of a container's name indicates it's safe for player storage. You can easily avoid container mistake #1 by only using _NoRespawn containers when you make player homes, but many containers in Skyrim are safe and don't use this ID clue. Make sure that containers placed for player storage have their Respawn flag unchecked.

CK31.jpg

Containers that are set to respawn will replenish their contents after 10 game days pass in general areas such as farms, or 30 for cleared dungeons and the like. These are great for placing in dungeons, or NPC homes, or stables. They are containers players can loot and after some time passes, the loot reappears. In a player home though, a respawning chest is an error. A player will store their gear in the containers in their homes, and a respawning chest will respawn and make the player's stored gear disappear! :doh:

2. Container Mistake #2: Altering Vanilla Containers

Of course, modders like to create custom chests too, with specific goodies inside, like maybe a Daedric Sword. But it's not as easy as picking a container and adding a sword; you need to create a custom container before editing the contents. So let's create a custom chest. In the Object Window, go to World Object>Container, and locate PersonalChestSmall. Double click on it to open its base edit box to edit the base form of this container.

Now this is where container mistake #2 can be avoided, before you change anything else in the base edit box, change the ID name to aaDRCustomChest01. Whenever you want to change an item by changing its inventory, its sound fx, or anything, you want to start by changing the ID name. This is true for changing any vanilla item, not just containers.
CK32.jpg

When the ID name is changed, click Ok. A new smaller dialog box will open asking if you'd like to create a new form. Click Yes.

CK33.jpg

This will create a duplicate of that chest physically, but with your custom name as its ID, it's changed into a new container. Let's look at our object window. Find the new container we just made in the list; should be at the top of the list if your ID starts with aa.

Before we move on, I want to take a moment to really impress the importance of changing IDs on you. Right click on our new chest in the list and choose UseInfo. A use report window will open and you will see this chest hasn't been used anywhere yet. Click Ok to close the use report and go back to our vanilla PersonalChestSmall in the list.

Right click on it and choose Use Info. You will see this vanilla chest is used once in WhiterunWorld but also once, twice, even three times in a lot of other places. In fact there are 153 instances of this chest scattered across Skyrim. If you change a vanilla chest, like adding a full suit of Ebony Armor, you won't just change the one in your house, you'll change all 153 instances too; imagine if they all had a suit of Ebony Armor inside! :faint:

With custom containers, where you are adding a specific item for collection, change IDs, create New Form, THEN make your custom changes. Never ever change a generic vanilla container for your treasures.

Now that we've covered the two common container mistakes, let's double click on our custom container in the object window to open its base edit box. The item list pane in the center shows what is inside the chest, which in this case are a few leveled items. Click on each, and tap your delete key to delete those.

Then in the object window, go to Weapon and scroll down to DaedricSword. Drag it from the object window and drop it in the list pane for your chest. Make sure the respawn flag in unchecked and click Ok to save your changes. Then drag your custom chest into your house and place it near the wall.

CK34.jpg

Part IV: NavMesh Pathing

Pathing tells NPCs where it is safe to stand and walk in any given cell it helps them process and define the parameters of the world they live in. There are established paths in exteriors and interiors. Some modders think that it's okay to leave pathing out, but that's just lazy modding. A proper cell has pathing and so we're going to cover the basics of pathing with Skyrim's NavMesh so you can mod properly right from the start! :good:

Start by clicking the NavMesh button on the toolbar:

CK35.jpg

The NavMesh toolbar will appear. For this basic course, we are only concerned with the first 3 tools from the left:

 

 

 

  • ToolTriangle.jpg Select Triangles: (T) Allows users to select triangles
  • ToolVerticle.jpg Select Vertex (Verticles): (V) Allows users to select vertexes
  • ToolEdge.jpg Select Edges: (G) Allows users to select edges

 

 

Let's start by toggling Select Vertexes on. Think of vertexes as the framework for a navmesh. Starting at the door right click on the floor in front of the door to place your first node; a green node will appear.

CK36.jpg

Right-click to place another node on the opposite side of the doorframe; you should notice that this node is green but your first node has now become yellow. The green node indicates that it is the active node. Adjust your camera to the overhead view, and zoom in a bit so you can see the navmesh you are creating. We want to add a third node, center of the two, but further into the room. Navmeshes are made up of triangles so that's what we are making here.

CK37.jpg

With your third node highlighted in green, hold ctrl and click the other two nodes to light them as well. When all three are green, tap A (or click the Create Triangle button on the Navmesh toolbar) to fill the triangle and create our first piece of navmesh.

CK38.jpg


:smarty:  Smarty Says: Green nodes are active nodes you can move, yellow nodes are inactive and are not attached to the mesh attach or delete them, red nodes are part of the navmesh but are not active. The same applies to edges and triangles too; a yellow edge is not attached to your mesh and won't work.

Right click on the floor to the right of our first triangle to place another node, and then click the two side nodes of the first triangle so you have three active nodes again.

CK39.jpg

Tap A again to fill this second triangle. This is the start of our nav mesh, as we go we are going to form a blanket of triangles around our furniture statics. Move your camera and before placing your next node try to visualize the triangle patches. Be careful that your navmeshes don't cut through corners, furniture, or any obstacles. NPCs will consider any part of the mesh as safe to travel and stand on. You'll notice that there are two nodes highlighted as active after filling your second triangle.

CK39b.jpg

This function is to allow you to link triangles quickly in a technique Bethesda Devs coined "Walking the dog". With these two nodes active, you can use ctrl+right-click to drop another node and create a filled/connected triangle at the same time. This technique allows you to cover a lot of ground quickly. :good:

Place another node and link it up as before; keep working through the cell to plot out a blanket of pathing until your entire house is mapped out for NPCs to navigate. Even in a player home it's important to have pathing for companion animals, companion NPCs, and NPC messengers that might seek players out there. Save often as you go.

CK40.jpg

Once you're done, go ahead and toggle the NavMesh button off, and Save!

:smarty:Smarty Says: There's a lot more to NavMeshing in Skyrim. For more information, continue reading the Lesson #2 Supplemental on NavMesh in post #2 of this thread :down:

Visit these wiki links for more on NavMeshes:
http://www.creationkit.com/Navmesh_Cheat_Sheet
http://www.creationkit.com/Navmesh
http://www.creationkit.com/Bethesda_Tutorial_Navmesh

:smarty:Smarty Says: The Creation Kit is capable of auto generating nav meshes, but this technique is really best suited to a testing environment. Creating a NavMesh path by hand is the cleanest and ultimately the best way to path your cells even though it is generally more time consuming.

This concludes Lesson #2! You should now know how to duplicate, rotate, and place clutter, create custom chests, and create a basic NavMesh in an interior. Well done! We'll discuss more about NavMeshes in lessons #3 and 4, where we will finally be exploring the exterior game world and will be creating an exterior to match our interior. Be sure to do your homework :down: so you can earn the points for this lesson and prepare for the next.

Homework.png

 

This assignment is worth 10pts and the Extra Credit Section is worth 5pts. You need 100pts to earn a medal for the CK Basics Class. So do your assignment and post a screenshot here when you are done. :smarty:

For this section's homework you are going to finish the interior work by adding more clutter to complete the level design of your tavern or house. You may add any statics you'd like to practice, but your house should have at least these items when your homework is done, not including what we've added in class.

 

Assignment

  • Add additional place setting to your table/s
  • Add a complete set of books to the bookshelf
  • Finish cluttering your interior using materials found in Misc Items, Book, Statics, and Armor
  • Complete the NavMesh for the interior
Extra Credit
  • Add food from Ingredient and wine from Magic>Potions
  • Add a FarmHouseDoor01 from WorldObjects>Door (We will link doors in Lesson #3)
  • Add another custom container by changing a container ID, then editing the contents.

 

In Lesson #3, we'll be venturing into the exterior and exploring exterior mechanics, basic landscaping, cluttering exteriors, and linking doors. Keep studying hard, students, and practice, practice, practice! :good:

Ready to move on? Head to Lesson #3: Exterior Mechanics

 

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Lesson #2 Supplemental: Honing NavMesh

 

CK71.jpg

 

 

The Navmesh is easily one of the most intimidating new features beginners will face in Skyrim's Creation Kit. In lesson #2 we went over the bare mechanics of NavMeshing exploring how to mesh by hand and what the primary tools do. In this supplement we're going to build upon what the lesson covered and also explore some special techniques and new tools in the arsenal. These techniques are NOT required to complete Lesson #2, this is just to provide additional information about pathing with NavMesh.

 

Part I: Path Checking

 

The first thing we want to look at is checking our Navmesh for errors we might not have noticed just by looking at it. Picking up where our lessons left off we should have an interior cell, fully pathed with a solid NavMesh. Bring up the NavMesh toolbar and click Find Triangle.

 

CK72.jpg

 

A new dialog box will open; press Check NavMesh to let the CK search for errors. This should go quickly in such a small cell. If the mesh is good, you will get a return of "No Warnings Found"

 

CK73.jpg

 

If you do receive warnings, press Yes to delete the trouble makers and then go through by hand and patch the holes to fix your mesh. Run the check again and repeat until you are warning free.

 

Part II: Auto-Generation

 

The benefit of Auto Generating is much more obvious in large dungeon like cells with multiple rooms, halls, and levels, or vast exterior swaths of new terrain; hand meshing takes time. In these large areas, it's usually wisest to auto generate the Navmesh and then tweak it by hand.

 

You can practice this technique using a duplicate of your farmhouse and deleting the existing mesh, or (if you have finished the classes) by clearing your farmhouse NavMesh out of your farmhouse and starting over with auto generation.

With a cell clear of NavMesh pathing we begin by bringing up the NavMesh toolbar to enter NavMesh mode. When the toolbar is up make sure nothing is selected in your cell (click in the grey void to be sure) then click NavMesh>Generation>Recast Based Generation

 

CK77.jpg

 

When the dialog box opens, make sure your settings match these:

 

CK78.jpg

 

When the settings match click OK to cast the NavMesh. Zooming in you'll see errors right off, floating triangles, unlinked seams, bad paths on the steps, you'll need to go through now and fix these errors by hand. If you are comfortable with NavMeshing, doing it all by hand even in large areas may prove to be easier and cleaner than this shoot and tweak technique, but it's modder preference. Just remember you need a clean and functional NavMesh in the end.

 

Part III: Special Pathing

 

In Skyrim, just as in previous ES titles, there are ways to path for special cases, like over water, or priority pathing. Here we'll cover the basics of three most commonly used special paths.

 

 

  • Cover:
    Cover is a bit of cell data not logged in previous games, but it's a big part of how NPCs interact with a cell; it determines where NPCs and players can take cover when fleeing or during ranged combat. In most small cells, like a farmhouse, cover is not really much of a priority, so even though we will practice this technique in a farmhouse, it's not really the right location for it.

    Start by bringing up the NavMesh Toolbar and click "Find Cover Edges"

    CK81.jpg

    You'll notice the edges of your NavMesh change color in several places, maybe blue or white, even dark grey. To get a better view of how cover works in your cell, click NavMesh>Draw Cover on the main toolbar.

    CK82.jpg

    This will highlight your cover edges into 3D form so you can see how your cell offers cover, but drawing the cover is not necessary for NPC use; it's enough to find the cover edges. The colors represent different cover heights. While developers have not expanded on this, white appears to mark walls offering little or no cover, in theory, the darker the color the better the coverage.

    CK83.jpg

    Use this technique in cells where combat is anticipated, skip it otherwise.
     
  • Water:

    Water paths are blue in the CK. When dealing with water you should path along the floor of the lake or riverbed not on the surface of the water. When your landscape is pathed, hold ctrl and left click on each to highlight the triangles that are under water. Then tap the O key to turn the triangles Blue and mark them for underwater. Only NPCs who can swim will cross water.

    CK79.jpg
     
  • Priority:
    Priority paths have a lower processing cost, meaning it takes less energy for NPCs to process these special paths and so they become the preferred paths. An NPC will choose a special priority path over regular red meshes. These are used for roads and special paths that require an NPC to follow a specific planned course.

    Hold ctrl and left click the triangles along your preferred path to highlight them, and then tap the P key to set them as preferred. They should turn Yellow.

    CK80.jpg
     

 

Part IV: Disabling

 

The last thing we're going to discuss on Navmeshing is how to temporarily disable NavMesh pathing in areas that are hidden and revealed later. In Oblivion modding this involved disabling and enabling path nodes via script. In Skyrim, the NavMesh is not designed to function that way.

 

For our practice we're going to pretend our top floor is hidden and will only be revealed in the course of some questing. :)

On the main toolbar, click "Create a Collision Cube" and draw a cube in the render window. Use your mouse to drag the cube into position and the arrow gizmo to stretch it out until it covers the area we want to disable NavMesh in.

 

CK84.jpg

 

Double click on this collision box and give it a ref ID like: aaDRHiddenRoomMaskRef

 

CK85.jpg

 

Click OK to set this Ref ID. According to developers, these collision fields will cut the navmesh anywhere it intersects one and using the Ref ID of the collision box, you can disable it via script to enable the NavMesh it was previously cutting off.

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  • 1 year later...
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Okay, Navmesh kicked my behind.  I did the rest of us a day or so after completing Lesson 1, but it took me several days to figure out how the little red triangles worked, and even then I had to go and practice and play with the NavMesh cheat-sheet and try out various buttons and configurations. 

 

http://tesalliance.org/forums/index.php?/gallery/image/28865-agfood1/

   This is the additional place settings.  And some wine and potions for the Extra Credit.
 

http://tesalliance.org/forums/index.php?/gallery/image/28869-agbooks1/

  This is the complete set of books.   And a Custom Container for Extra Credit.
 

http://tesalliance.org/forums/index.php?/gallery/image/28868-agdoor1/

   This is interior clutter.  And the Door for Extra Credit. 
 
 
Edited by Altwing
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Looks pretty good, your NavMesh could use some tweaking on the second floor you have some sections where the navmesh is up on the floorboards of the wall, and there are some spots elsewhere that you have floating nodes and what looks like clipping table legs and such. Give it a little more time and tweak it up a bit, this is one of the tougher things to learn stick with it :good:

 

Repost images of adjusted NavMesh to get your points :ok:

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I decided to start from scratch.  I actually went through both lessons 1 and 2 all over again, creating a 2nd farmhouse that I could experiment with just to practice Navmesh on without messing up everything else I was doing with food and wine and stuff. 

 

And then I forgot to save. :( 

 

But the third time, I believe I figured a system that works for me.  I enable V and G, throw down green verticles in open spaces and then split edges where I need to go around an object (bed, chair, or whatever.)  Then I merge where I can.  It's rather tedious and time-consuming compared to 'waking the dog' and the other methods people use, but the end result is much better than where I was 2 weeks ago.

 

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Looking pretty good Altwing, I only see one issue. On the second floor you shouldn't have a yellow border line cutting across the floor, it appears to be two separate navmeshes there and NPCs can't cross between them. Such a navmesh would result in some very strange NPC behavior. Delete that small section and see you you can build off the larger navmesh to fill that space. Don't give up :good:

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I don't mind doing it again.  Each time I do it, I'm getting better.   And I have one browser tab now permanently open to the Navmesh Cheat Sheet, and one tab open to 'Navmeshing the Nordic Stairs.'  

 

Which is necessary, as there were actually 4 yellow border lines I needed to remove, not just one. 

 

 

There's still quite a bit I need to grasp, such as understanding all the error messages about upside-down-normals or "Triangle 5 is connected to Triangle 6 but Triangle 6 is not connected to Triangle 5."   For now I'm just letting the Creation Kit delete the offending triangles, but my goal is to eventually be able to eyeball this stuff. 

Edited by Altwing
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  • 2 weeks later...

I've been spending the past week or so working on the underbuilding for the first Credit Challenge.  I'm still tinkering with it, but here's the Navmesh for that as well:

 

 
Edited by Altwing
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Nice, just one thing in your navmesh, in the upstairs bedroom, you have broken your mesh and created a second overlapping mesh. Use small triangles in the big part of the room instead so that you can branch out from the same mesh and weave the mesh seamlessly down those narrow aisles. Repost a screenshot when this error is repaired. :good:

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Why is the light not working correctly? :( (is it because I have the effects at low even the textures?)

 

2014_08_07_00001.jpg

 

---------------------------------------------------------------------------------------------------------------------

 

And here is the fix (so it does is an issue) as well as the chests information I forgot to post:

 

Snap_Shot01.jpg

 

Snap_Shot02.jpg

 

Snap_Shot03.jpg

Edited by Joedpa
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  • 2 weeks later...

Before I can lose them, here is my bit of homework.

 

Settings, food and door.

gallery_42856_491_262876.jpg

 

Rest of the lower clutter including the wine

gallery_42856_491_75127.jpg

 

Upper clutter and books

gallery_42856_491_131409.jpg

 

The custom containers

gallery_42856_491_152190.jpg

 

And after some misadventures the navmesh.

gallery_42856_491_86619.jpg

 

gallery_42856_491_179406.jpg

 

gallery_42856_491_95097.jpg

 

Behind the bar

gallery_42856_491_35381.jpg

Edited by aussie500
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  • 3 weeks later...

Here’s my Lesson #2 work, including extras. Thank you so much for this awesome class! :)
 
Downstairs bookshelf clutter
 
Downstairs place settings
 
Upstairs place settings
 
Upstairs clutter 1
 
Upstairs clutter 2
 
Custom Container 1
 
Custom Container 2
 
Door
 
NavMesh Upstairs
 
NavMesh Downstairs 1
 
NavMesh Downstairs 2
 
NavMesh Downstairs 3

 

NavMesh only (where I found a stray vertex and a corner up in the air, oops)
 
No warnings, woo!

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