What started out as a navmeshing script helper is turning into a set full AItoolkit. You can check out the fully functional WIP here:
Dnamro Navmeshing script v3 - Battlefield SinglePlayer Forum
I wanted to learn to code in Python so I started by adding to the DICE navmesh scripts and then continuing to expand. The next major task will be to optimize it and make it easier to use for those that are new to creating SP and COOP support for maps.
(I plan to update the tutorial after the next release. It has not been updated since the first release).
Here is a list of features:
Features:
- Menu based tool to automate many of the processes.
- Allows a map selection from a list of maps in the mod folder.
- The create navmesh process will move the GTSdata files from the map to the
navmesh work area.
- Fix Navmesh process will clean the infantry.obj or vehicle.obj files after
editing during the Fix navmesh process. This fixes most obj file export issues from
Blender and 3dsmax and includes creating a standard materials.mtl and setting up the obj
file with the appropriate line in the file.
- Fix Navmesh routine also copies the output files to the map automatically.
- The largest navmesh islands can be copied over and used for infantry and/or vehicle obj files and
are cleaned as they are copied.
- The Strategic Area file neighbored automatically.
- navmeshes are backed up automatically with a date-time stamp in the name and moved to
the \backup folder in maps's navmesh work area.
- Logfiles are backed up automatically with a date-time stamp in the name
- The Check AI function checks for AI.AI file and updates if it is missing or lacking key info, letting the user select for BF2 or BF2142 settings.
- The Check AI function also checks for a missing overgrowth file and creates a blank one if needed.
- The Editor can be launched for the map/mod selected with several options
- BF2142 convertor changes problematic vehicle spawns to BF2 versions based on conversion list that can be edited with a text editor. This can be edited for other purposes besides just for BF2142 to BF2. It can be used to convert to other mods by creating your own conversion list. The editor_conv.txt can be found in the navmesh folder.
- The staticObject updater function will convert the staticobject file based on a list of nav mesh stand-ins. This conversion list is Nav_Stand_in_conv.txt, located in the navmesh folder and can also be user edited with any text editor. There is also a function to create this list based on the list of folders in the [mod_name]\objects\nav_static folder, which is where I keep my navmesh stand-ins. The navmesh stand-ins were created by the project reality and all have _nav at the end of name. These have working AImeshes that allow the the static object to be properly navmeshed.
Dnamro Navmeshing script v3 - Battlefield SinglePlayer Forum
I wanted to learn to code in Python so I started by adding to the DICE navmesh scripts and then continuing to expand. The next major task will be to optimize it and make it easier to use for those that are new to creating SP and COOP support for maps.
(I plan to update the tutorial after the next release. It has not been updated since the first release).
Here is a list of features:
Features:
- Menu based tool to automate many of the processes.
- Allows a map selection from a list of maps in the mod folder.
- The create navmesh process will move the GTSdata files from the map to the
navmesh work area.
- Fix Navmesh process will clean the infantry.obj or vehicle.obj files after
editing during the Fix navmesh process. This fixes most obj file export issues from
Blender and 3dsmax and includes creating a standard materials.mtl and setting up the obj
file with the appropriate line in the file.
- Fix Navmesh routine also copies the output files to the map automatically.
- The largest navmesh islands can be copied over and used for infantry and/or vehicle obj files and
are cleaned as they are copied.
- The Strategic Area file neighbored automatically.
- navmeshes are backed up automatically with a date-time stamp in the name and moved to
the \backup folder in maps's navmesh work area.
- Logfiles are backed up automatically with a date-time stamp in the name
- The Check AI function checks for AI.AI file and updates if it is missing or lacking key info, letting the user select for BF2 or BF2142 settings.
- The Check AI function also checks for a missing overgrowth file and creates a blank one if needed.
- The Editor can be launched for the map/mod selected with several options
- BF2142 convertor changes problematic vehicle spawns to BF2 versions based on conversion list that can be edited with a text editor. This can be edited for other purposes besides just for BF2142 to BF2. It can be used to convert to other mods by creating your own conversion list. The editor_conv.txt can be found in the navmesh folder.
- The staticObject updater function will convert the staticobject file based on a list of nav mesh stand-ins. This conversion list is Nav_Stand_in_conv.txt, located in the navmesh folder and can also be user edited with any text editor. There is also a function to create this list based on the list of folders in the [mod_name]\objects\nav_static folder, which is where I keep my navmesh stand-ins. The navmesh stand-ins were created by the project reality and all have _nav at the end of name. These have working AImeshes that allow the the static object to be properly navmeshed.