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How big is your mesh file?

How big is your mesh file?

  • <50mb

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wilbo007

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So, i've been Honorbuddyin' for almost a year now and my mesh folder is 411 mb large, to check this just go to

C:\Users\*YourPCUsername*\Appdata\Local

Then scroll down to Honorbuddymeshes, right click and click properties and it will tell you how large it is XD
 
487mb, was probably much larger before my MoP purge though
 
There's people that have been around longer :]. Exactly 0 bans for me in that whole time too.

Now that I think about it, my mesh files were ~2gb before MoP
 
Same about 500mb now, how big it was before MoP release i dont question :D
 
In 1 month : 330MB.. I'm asking myself, how the fuck can i have so much when in 1 Year u have only 440mb..
 
I checked my log files in the HB folders.
I had 14GB of text documents. >.>
And 10GB for DB logs. lolz
 
What exactly is a mesh?
I'm fairly new to the HB program and am still learning alot about it.
 
So does that mean; bigger mesh more accuracy in navigation?

No, not really. The mesh file stores details of how the land looks, where game objects are (stairs/fences/lamposts etc) and HB uses the file to work out how it gets from A to B without getting stuck. If HB is going to use navigation in a zone, it needs to download the mesh first.

The bigger the folder, the more zones/areas the bot has been used in.
 
So does that mean; bigger mesh more accuracy in navigation?

Waypoint system vs Mesh systemHonorBuddy is the only public bot at the moment that uses a navigation mesh instead of a waypoints as we know them - IIRC.
Since many are in doubt what this actually means I have been trying to figure out how to describe it and i fell over a blog that describes it well.
Since there is no reason to invent the wheel twice I will just copy most from that blog.


This is taken from the AI blog and ALL credit goes to that Game/AI: Fixing Pathfinding Once and For All


The example he uses is for NPC's that wanders around, the waypoint system is a bit different than what we are used to see in most bots, but I think you will be able to get the point.
At least it made me understand it.




With a waypoint-based system, we need to place a waypoints to get full coverage. Our NPCs will end up doing a lot of zigzags during movement unless we specify a the waypoints in a direct line, this is not an option most of the time.
waypoint11.jpg




With a navigation mesh, on the other hand, we can describe the same area with a handful of convex polygons:
mesh1.jpg




Honorbuddy use a pointbased navigation mesh, as explained by Apoc:
waypoints1.jpg




Using a waypoints, the NPC will have no other option than to follow the waypoints we have set. Hence we will have a nonhuman looking movement.
waypoint11.jpg




Since we know where a character can safely walk, we can smooth out the path in any way we like, so long as the smoothing keeps the path on the navigation mesh.
mesh2.jpg



Taking a look at how HonorBuddy would take its way from A-B:
waypoints2.jpg



Another article for more info on navigation, thank you namreeb
Map representations


Apoc also posted about the current navmesh system in HB
Welcome to MMOWNED.COM

Taken from mmowned, explains it really well.
[/QUOTE]
 
Thank you, that makes alot of sense.
Exactly what i was looking for, and quite frankly a really cool system.
 
There's people that have been around longer :]. Exactly 0 bans for me in that whole time too.

Now that I think about it, my mesh files were ~2gb before MoP

I'm glad you've never been banned, but it really doesn't say much to not be banned. It's like bragging about RNG drops. I've had exactly 2 accounts (out of A LOT more) permabanned and both of them made 50x more gold that it cost me to repurchase new accounts in their short lifespan. Sometimes the cost is worth the risk.
 
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