
Ideally: General knowledge of OOP principles understanding of C# and C++ at least one year of experience in the industry use of GitHub and source control knowledge of what and how Skyrim navmesh works. Minimum: General knowledge of OOP principles understanding of C# and C++. The role of the coding department is to work on tools to automate portions of our work in building Skyblivion. , Photoshop, Gimp or substance painter. Blender, Maya, 3ds Max or another 3d program that can convert fbx to nif. Owning a copy of SE Proof of Skill: a small mod in which you have implemented an asset. Knowledge of armor implementation is great, but not required. Being able to use a 3d program to correct scaling and orientation on assets. Being able to use ck cmd or chunk merge to generate collision. Following our naming conventions and other guidelines is necessary. To make this possible a good communication between several departments and members of your department is required. Our job is to make the assets our 3D artists create game-ready. Contact Harrock#0449 or HeyThereAbs#4935 for practice modules either on the Skyblivion Community or Arcane University servers.Īny applications without clear evidence of navmeshing ability in the Skyrim Creation Kit will be ignored.
Be aware that while real life always comes first, communication is a must so that the team can work cohesively. This can include a link to a personal mod you have made that involved using navmesh, or screenshots of the same. When applying, providing sufficient evidence is extremely important. Although we currently work in Skyrim legendary edition, we will soon be transitioning to SSE, so if you only own that version of the game, please feel free to apply anyway.
The work is fairly easy to learn but can be tedious to carry out. Your role as a member of the Skyblivion navmesh team would involve working with autogenerated navmesh to help remove errors and optimise the pathing to ensure that it works effectively or hand-drawing navmesh from scratch. This allows us to use a hybrid system that balances time and accuracy. Unlike in newer engines, autogen navmesh is extremely low quality in the Skyrim Creation Kit but can provide a baseline that can be edited by hand. Navmesh in Skyrim can be autogenerated or hand-drawn. Navmesh is an essential part of Skyblivion because it enables us to control where NPCs can and cannot go without effective navmesh, NPCs are unable to chase the player in combat and risk walking into static objects (or lava).