Battlefield 2 invades the high-tech frontlines of modern warfare. The game brings the intensity and excitement of Battlefield 1942 into the modern era with enhanced team play and the latest, most technologically advanced vehicles and weapons systems available to man.
I modified Navmesh.exe and creat a new Tool for generating Navmesh simply and visually.
This tool is a semi-finished product,and I can't guarantee everyone that it will work correctly.
I don't know how this tool wook in other's computer, but in my computer it is Ok.
If you have any questions, please give feedback in time. Whether I can solve them depends on my ability :-D .
Please See Tutorial Link: Moddb.com
glad to see someone finally updated the navmesh source code. I have been thinking for along while that maybe by updating the navmesh source code, it would be posssible to avoid the over optimizing issues that caused bad navmeshes and speed it up as well. Are these new tools both compiled as 64bit? It looks like navmeshbang.exe is a command line tool. clicking on it directly does nothing, but if I run it from a command line it shows the usage options. AdvNavTool.exe, however, appears to be a GUI Window tool, but I can not get it to run in Windows 11. I tried compatibility mode for XP and Win 8, which is why I am thinking they are both 64bit. 32bit apps don't give the option for compatibility with Windows 8. Maybe there is a library that I need to be able run the AdvNavtool? I am also curious about your efforts with Recast/Detour. At one time, they were integrated with Blender 2.6, but were dropped with version 2.8. There is a Blender Recast add on available. I tested using the preopt, but there is no model importer for Blender, like there is for 3dsmax, so I gave up on it.
NavmeshBang.exe is just a revision of Navmesh.exe, so it is a win32 command line tool like original Navmesh.exe.
AdvNavTool.exe is just a win32 GUI Window tool, and it just generate corresponding Bat files and run them.
I test the tool on my roommate's computer, i find it really can't work with Windows 11. But it can run with window 10.
I test to compiled as 64bit, but it also can't work in my roommate's Win 11 computer, so I can't solve the problem that win 11 can't run it.
About Recast, i'm studying how to use it, I haven't started work yet.
I bet AdvNavTool.exe is dependent on a library that would need to be installed in order to work with Win 11, like older versions of DotNET, visual C++, or DirectX. What language are you using and what version of Visual Studio?
Sounds like AdvNavTool allows selecting the desired options and launches navmeshbang.exe, which could be done by tweaking the existing python code. What option changes are you using with navmeshbang.exe?
VC++ 2010 learning version in my school server.
Main change of current release version NavMeshBang.exe is adding two more variables for the Mainfold function. One is allow you to change terrain simplification angle(The default value is 5); Another is Whether to export the real terrain of the map(The default value is FALSE)
.Bat file content is like: "%BF2_game_root_directory%\Navmesh\NavMeshBang.exe" -dir "%BF2_game_root_directory%\Navmesh\work\%map_name%\GTSData" -cmd manifold -angle 5 -terrain TRUE
"%BF2_game_root_directory%" means your BF2 game Folder path.
Because Win11 can't run AdvNavTool, I added a Bat file to the recently released version.
Run it, enter the map name, and you will get a full set of bat files in "Navmesh\work\%map_name%\" folder. Choose to operate them in turn according to your needs.
By a way, RecastNav generate navmesh tile by tile, so you cannot use it directly but can as a reference.
Thanks for the info. If this can prevent or reduce over optimzation errors, it will be a game changer for navmeshing. I have updated my navmesh.exe Wiki article: Classic-battlefield-modding.fandom.com
Sir, default of "-terrain" is "FALSE". And it is worth noting that it must be capitalized for current release version.(I will modify identification condition in a later version to allow "True/False" and "true/false".)
As for Recast, I tried it, and found that it may be because bf2 terrain is manifold, so Recast can't take map as SoloMesh to generate navmesh. Tomorrow I'll try to see if Recast can take map as TileMesh to generate Navmesh.
Good morning for you and good night for me. :-)
Updated
This looks really interesting. Does this mean that I could create a good navmesh without having to fix it in Blender of GMax?
Yes, it could reduce over optimzation errors in terrain if you choose appropriate value. However, i suggest you have better check the generated navmesh with 3d modeling software.
Ok, thanks for replying. :-)
Recast function can be said to be a failure. When the scene is whole big map (like 2048M), it cannot work as a solomesh. But as it work as a tilemesh, the generated navmesh has no colorful area flags (no distinction between ground, water and deepwater). So it can work for small maps (or you cut out a piece and then put the generated ones together on the main Navmesh generated by Navmesh.exe).
I can generate Navmesh tile by tile but i don't know good way to merge them because every tile's Edge vertexs' positions are not all the same.
See Moddb.com
Cool, I will try this out. Thank you!