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NavMesh Tool (Working AI)
A Request for The Legend of Zelda: Breath of the Wild (WiiU)
This Request is available to take on.
You could deliver it and receive the point bounty as a reward for your efforts.
Map Modding, especially Custom Shrines for Breath of the Wild were introduced roughly a year ago. A lot of things were figured out, but there is still one big and important thing which we can't control yet: The NavMesh!
Now when you load into a shrine, the default NavMesh will cover all the mesh you would walk on. If you then import ur custom map model, it will stay at it's default position.
A workaround, which is awful, is to move your map model roughly to the default one. Unfortunalety the NavMesh doesn't cover the whole shrine "Box", just the mesh you can walk on. Because of that it's like a lottery if you hit the NavMesh on some spots or not.
What happens if custom maps / actors don't have navmesh?
Enemies will behave weirdly and aren't a challenge anymore. Archers and keese still seem to work fine but all the other important enemies such as Bokoblins, Moblins, Lizalfos, Lynels, Guardians, etc... won't work properly anymore. Also horses can't run on custom maps. Apparently NPC rails also don't work.
I don't have the knowledge to create tools or to understand this .shknm2 file type. I would like to request someone to dig into that. It will rise the map modding a lot!
Thanks in advance Waikuteru
In order to receive the points bounty, you should fulfil the following requirements.
A tool that allows us to generate NavMesh (.shknm2) on our custom map models / actors for Wii U and Switch