Path Grid Generation

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Summary[edit | edit source]

Path Grid Generation is a handy way to quickly path grid an external area in a short amount of time.


What it will do:
Automatically generates pathgrids on the terrain
Recognizes when slopes are too steep
Recognizes when geometry is in the way
Deletes path grid points created with no connections (Orphans)
Connects to existing path grids
Recognizes water and will only place a few around the border to act as entry and exit points for NPCs
Periodically autosaves
Will continue to generate path grids in a region that was stopped early


What it won't do:
Place path grids on geometry (rocks/docks/stairs)
Place path grids through narrow passages
Recognize when path grids are made behind city walls
Delete RED or BLUE path grids


How to do it[edit | edit source]

There are two methods:
World -> Path Grid Generation
World -> Regions



The World -> path grid Generation Method
On the pull down menu, select World and then Path Grid Generation. From here you have 8 Options:

Generate Active Cell - Generates path grids in the currently active cell (the cell in your render window)
Generate Selected Cells - Generates path grids in the currently selected cell(s) in the Cell View window (Ctrl+Left-Click to select multiple cells in the list)
Generate All BUT Selected Cells - Generates path grids in every cell EXCEPT the currently selected cell(s)
Generate Entire World - Generates path grids for the entire World Space
Remove from Active Cell - Deletes all generated path grids in the currently active cell (the cell in your render window)
Remove from Selected Cells - Deletes all generated path grids in the currently selected cell(s) in the Cell View window (Ctrl+Right-Click to select multiple cells in the list)
Remove from All BUT Selected Cells - Deletes all generated path grids in every cell EXCEPT the currently selected cell(s)
Remove from Entire World - Deletes all generated path grids for the entire World Space


The World -> Regions Method
On the pull down menu, select World and then Regions. You will now be in the Region Editor. Choose the World Space and then the Region Name of the region that you desire to generate path grids in. Under path grid Generation, you have two buttons:

Generate Path Grids for this Region - Generates path grids for the selected region. NOTE: Upon selecting this option, you will be promted about removing previously generated path grids. Selecting YES will redo the entire region, choosing NO will find leave existing generated pathgrids and only process cells that have not yet been generated.
Remove Path Grids for this Region - Deletes all generated path grids for the selected region


Additionally, you may also hold Alt, press Shift, and Right-Click to to manually place a "generated" pathgrid. This is useful if you need to tweak the pathgrids in an area, but want it deleted if the region is ever regenerated.


Tips for Better Path Gridding:

Turn Borders on in the editor (B on your keyboard) so you know exactly where you're generating.
After Generation, go back over and add path grids to tops of rocks/docks/stairs.
Sometimes geometry is large enough that path grids can be formed on the land underneath a rock, browse the generated cells in wireframe and check for this.
Remember to delete pathgrids that are beyond city walls or past playable areas.