A fork of the buildnav tool from the uthgard-opensource repository, originally created by thekroko.
- 64-bit Environment: All components must be built and run as 64-bit.
- GameServer DLL: This project references GameServer.dllfrom the main OpenDAoC-Core project to use itsLocalPathingMgr. Copy the resulting 64-bit into this project'sbasedirectory.
- Detour DLL: Build Detour.dllfrom the OpenDAoC-Core Detour project. Copy the resulting 64-bit into this project'sbasedirectory.
- The tool reads game asset files from DAoC’s zonesfolder.
- The processed data is fed into RecastDemo.exeto generate initial navigation meshes.
- The final navigation meshes (*.nav) are used by the game server.
Recast is included as a precompiled executable in the base directory.
This RecastDemo.exe is a repurposed 64-bit build of the official RecastDemo, slightly tweaked to accept command-line arguments and handle large worlds.
Parameters for navmesh generation (agent size, etc.) are currently hardcoded and not configurable.
It can also be used to manually inspect the generated meshes:
- Open RecastDemo.exefrom the output directory.
- Select "Tile Mesh" as the sample.
- Select any generated *.gsetas the input mesh.
- The corresponding *.navfile will also be loaded for inspection.
- Build and run buildnav.exe --daoc=<gamedir>. Use either--all=true, or--zones="id1,id2..."and/or--regions="id1,id2...".
- Copy the generated *.navfiles from the output directory into your server's/pathingdirectory.
bin/Release/.../
├── OpenDAoC-BuildNav.exe
└── base/                  # Copied from the project's `base` folder
    ├── RecastDemo.exe     # Pre-compiled and tweaked Recast executable
    └── zones/             # Generated intermediate files and navigation meshes (*.nav)