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#1

Navigation Map Failed :(

Archive: 5 posts


So I have this new issue as I near completion of my track. When I try to save it says that the level saved but the navigation map failed to generate. I've had something similar with a battle track but it said partially failed, but this is new and worrying.

Oddly, when I load up play mode the nav map is present, although it is incomplete and then when I come out of play mode it's visible within the editor but then once I save it displays the message again and it's not visible until I go back into play mode.

It started to give me this message after I was adding some large facades to the edge of the map area for blocking purposes. I added two and there was no problem, but after adding the third I encountered the problem for the first time. I tried removing all 3 of them and saving again, but still I got the message. So is this an irreversible issue or is there some way I can redeem it? Racing seems okay, although the AI do seem to get a little confused at several points of the track where there are obstacles, likely because they cannot see that they are obstacles now. However, my main concern is how the weapons will behave, I can't understand why they don't just follow the track as I have defined it but there seem to be an awful lot of annoying oddities with this editor!

What to do I wonder?
2013-07-11 23:01:00

Author:
atheistsw
Posts: 147


Oh well, the issue seems to have resolved itself, game froze in the editor and when I restarted the nav map was present and I was able to save with no issues. I'll put this down to another glitch...2013-07-12 15:49:00

Author:
atheistsw
Posts: 147


I had this same issue with my latest arena, and it's due to AI pathfinding the game generates on each save. When you get this message, it means that the possible surfaces of the track where the AI can drive on are too many or too complex. To see this in action, open up your editor settings by hitting start and checking the "draw pathfinding map" (or something similar, I forget the exact language) option in the menu.

You will now see in green all the areas of the track the game considers drivable for the AI, even if it's not what you intended. To remove the error, you need to remove these unneeded green paths the game has generated, and you do this by placing the pathfinder gadget (http://wiki.lbpcentral.com/Pathfinder)on the area in question and setting it to "ignore".

This will deliberately tell the game to not include this area in calculating where the AI can go, and will simplify the overall navigation map, removing the error if you do it enough. I also found increasing the height of some objects makes this happen automatically too, since the game won't assume a bot can reach a platform 50 feet above them and remove it.

Be sure to take a look at the navigation map every time you adjust it with pathfnders though, I've found that areas where it previously didn't count as viable roads suddenly appeared. If you want an example of reducing the navigation map via cutting away sections and adding pathfinder gadgets, the downloadable version of Crimson Hollow (https://karting.lbp.me/v/fm89) might be a good place to start.

Hope that helps!
2013-07-12 16:05:00

Author:
Hiroshige0
Posts: 114


Thanks! I'll have to keep an eye on it but I think it'll be okay now. One thing with pathfinders that may or may not be true, but apparently placing them on moving objects and defining them as obstacles causes frequent freezing issues with the game, I believe this may be why piwe13's exceptional San Francisco track crashes my PS3 midway through the race practically every time I play it! 2013-07-12 18:05:00

Author:
atheistsw
Posts: 147


I'll have to try his level then and see if it happens to me too. It seems like this is mostly a non-issue for a lot of creators... unless your working on something crazy. Looking forward to your work!2013-07-12 18:24:00

Author:
Hiroshige0
Posts: 114


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