Vault 24 moves into final stage for completion. Navmeshing, optimization, lighting and FX passes have been finished for almost half the cells.
Why bother discussing navmeshing? Well, because for many Fallout 3 and New Vegas mods, the drudgery that is the navmeshing stage becomes terminal for the mod. Navmeshing is aboslutely required to make NPCs and 'Monsters" move about properly on the maps. However, the task of adding the navmeshing is much more poorly understood by most mod authors than their mapping skills might otherwise indicate. Most likely because it is a boring and nearly thankless job. So, I am including a few shots of the major navmeshing that has been done simply to prove that it is getting done, and is not going to prove impossible to do for Vault 24. The scope of Vault 24 makes the navmeshing task truly horrific, but despite that I have dug deep and already powered through a third of it.
Additionally, this version also contains updates to the Elevator Level, making it more of a unique 'hub' within the vault. Lighting and FX has been standardised and applied to the top 7 levels as well, providing improved visuals.
Next up will be more Navmeshing, and standardizing and customization of the massive 'Quarters' levels.
It looks kind of confusing! Good job on the navmesh though.
More than a little confusing actually. Extremely confusing. It all fits together though...in one big, insanely complicated maze-like layout.
Oh gosh navmeshing why. D;
That's stopped me from doing any locations at all ever.
Gotta download this.
Yes, the first time I realized what was required for navmeshing I was like "What? You are KIDDING me..."
But, I got past that...eventually...