Re: Map's Navigation Network - extra-options
Posted: Sun Jul 19, 2020 9:05 am
PathsLinker has been updated. A few notes:
- hovering mouse over builder's button will show name and version (month - year);
- all tweaking requiring a recount of reachSpecs in navigation Network are taking in account PrunedPaths (generated by original Devs, not generated by XCGEv24);
- icon is also changed for showing version.
Usage and working with such a builder needs a bit of experience with paths and not experience in "guess-mapping". Here we do not do navigation assumptions, we are deleting evil or useless data creating what we want and how we want remaining to study what Bot does when our paths are recommending something which Editor won't do with automated scripts. At questions if this is working or not, there are a few maps posted around forum having a suffix "rSxxx" in which xxx is a number showing the number of reachSpecs which map has and all of them mapped inside navigation network. Some of these links have been created by this Builder and not by Editor and of course re-linking NavigationPointlist. Any doubt can be checked by rebuilding Paths in these maps and compare what edited map had VS what Editor does.
Edit: The Point to know
If we work on a network which was created in years 2000+ using Plain UT Editor, there are some data which won't match other internal links added - increasing paths processing cycles... These bytes/variables are: visitedWeight, nextOrdered, previousPath, prevOrdered. They can be removed with MapGarbage using option bRemoveNoReachPaths from builder's menu. By removing these extra-bytes, some routines processing internal paths list won't take place and then certain old Unreal maps are not having these and they work without problems. Actually we don't need any other load because if we are doing changes, technically we need to remap these as Editor is doing which means extra-processing without actually to be a must have for map's run-time stage. UT is having a few add-ons at these devs but... logs are demonstrating that are just NOT READY and not far from a BETA stage poorly tested and rushed, and then, we can get rid of them. If we are getting rid even of OldLocation data hosted in actors, map file goes a bit smaller as a direct result of deleting these spam bytes.
You can do all time an experiment in a stock map saving a copy with extension "_test" and compare these map files - you will get evidence about what I'm trying to say.
- hovering mouse over builder's button will show name and version (month - year);
- all tweaking requiring a recount of reachSpecs in navigation Network are taking in account PrunedPaths (generated by original Devs, not generated by XCGEv24);
- icon is also changed for showing version.
Usage and working with such a builder needs a bit of experience with paths and not experience in "guess-mapping". Here we do not do navigation assumptions, we are deleting evil or useless data creating what we want and how we want remaining to study what Bot does when our paths are recommending something which Editor won't do with automated scripts. At questions if this is working or not, there are a few maps posted around forum having a suffix "rSxxx" in which xxx is a number showing the number of reachSpecs which map has and all of them mapped inside navigation network. Some of these links have been created by this Builder and not by Editor and of course re-linking NavigationPointlist. Any doubt can be checked by rebuilding Paths in these maps and compare what edited map had VS what Editor does.
Edit: The Point to know
If we work on a network which was created in years 2000+ using Plain UT Editor, there are some data which won't match other internal links added - increasing paths processing cycles... These bytes/variables are: visitedWeight, nextOrdered, previousPath, prevOrdered. They can be removed with MapGarbage using option bRemoveNoReachPaths from builder's menu. By removing these extra-bytes, some routines processing internal paths list won't take place and then certain old Unreal maps are not having these and they work without problems. Actually we don't need any other load because if we are doing changes, technically we need to remap these as Editor is doing which means extra-processing without actually to be a must have for map's run-time stage. UT is having a few add-ons at these devs but... logs are demonstrating that are just NOT READY and not far from a BETA stage poorly tested and rushed, and then, we can get rid of them. If we are getting rid even of OldLocation data hosted in actors, map file goes a bit smaller as a direct result of deleting these spam bytes.
You can do all time an experiment in a stock map saving a copy with extension "_test" and compare these map files - you will get evidence about what I'm trying to say.