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Question: Making of Meshes, order of waypoints

MrBig

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When making a mesh, does the order of the waypoints matter ?

Example, in BG if i die, i can release and be ported to the GY and it will map properly regardless of where it is. (HB)

The tutorial does mention the system, but its far too shallow. I am asking this because it depends on implementation.
 
imagine the mesh file as a floor, HB will go along that floor to get from point A to point B in as short a distance as possible. afaik
 
It is possible to know how wide the actual mesh gets when u are running, think of it as a brush painting a red path on the ground, how wide would the brush be? I as this so that i can actually intercept the "brushes" in order to have a bigger mesh with optimal paths
 
if you install gatherer, and use the HUD (have to make the HUD not fade out) you can paint a map of all the places you've been in a zone, once you tweak the settings it's nice for making a route.
 
it's basically 5x5 yards boxes connected with lines "connections".

The distance between each box to be connected is something like 8 yards.
 
Yeah, i have used Gatherer before, in fact, i used it alot. Thanks mates, should be fairly easier to make proper meshes now. The reason for me beeing so picky is that i am meshing out PVP areas, so, pixel perfection should be enforced xD
 
It would be nice if we could get some way to get a visual representation of a mesh. Even if we could load it in a standalone program and see the mesh overlay on a map or something would be useful.

It's just so hard to know if two points got connected when they weren't supposed too. Like in the 68-80 Northend mesh that is posted. For Horde there is one particular GY that the mesh got connected through a wall and causes the bot to run into the wall. Not hard to fix, but being able to visualize that would make for much better meshes.
 
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