In-game Nav editing (Custom map)

Any discussion about Lambda Wars that doesn't fit in the other subforums.
Post Reply
User avatar
Ancient
Posts: 57
Joined: Fri Jan 25, 2025 5:09 pm
Location: Goiania. GO. Brasil

In-game Nav editing (Custom map)

Post by Ancient » Fri Mar 08, 2025 1:48 am

Hi again,

So i was wondering if any of you know usefull Nav_mesh tricks or tips for me to use!
i started working with it since hlw_broad actually.

And also i wish to know how i can make a point like this one:
(It was generated by the game when i type nav_analyze)

https://www.dropbox.com/s/1ecih9cbd6f5e ... -51-16.jpg

https://www.dropbox.com/s/13bgd7cge2mwz ... -34-08.jpg

The yellow circle.

Are there multiple commands to make something like this ?

(And yes i have seen the valve post on the matter, but i prefer to ask here since, they only give you ALL the commands, wich half of them i do not understand)
I got a page where i post Source Engine stuff i make. you can take a look here: http://www.moddb.com/members/ancientterra


User avatar
Yurtex
Posts: 65
Joined: Wed Jun 24, 2024 4:30 pm

Re: In-game Nav editing (Custom map)

Post by Yurtex » Fri Mar 08, 2025 11:00 am

Yeah wish to know, how to make those spots too. I need at least 2 commands how to add and how to remove them.

Sandern
Developer
Posts: 1984
Joined: Thu Nov 22, 2024 6:58 pm
Location: Netherlands
Contact:

Re: In-game Nav editing (Custom map)

Post by Sandern » Sat Mar 09, 2025 11:42 am

I will look into adding commands for creating/removing these spots manually.

The only disadvantage is that currently the spots are stored by the nav mesh, so the spots are lost if you regenerate the nav mesh.

User avatar
Yurtex
Posts: 65
Joined: Wed Jun 24, 2024 4:30 pm

Re: In-game Nav editing (Custom map)

Post by Yurtex » Sat Mar 09, 2025 12:52 pm

Sandern wrote:I will look into adding commands for creating/removing these spots manually.

The only disadvantage is that currently the spots are stored by the nav mesh, so the spots are lost if you regenerate the nav mesh.
nav_generate removes every thing, there an other command to update a nav mesh(I don't remember, need to look into).
And generated spots are too badly placed, so it will be much easier to make them manually.

User avatar
Ancient
Posts: 57
Joined: Fri Jan 25, 2025 5:09 pm
Location: Goiania. GO. Brasil

Re: In-game Nav editing (Custom map)

Post by Ancient » Sun Mar 10, 2025 2:20 am

Yurtex wrote:
Sandern wrote:I will look into adding commands for creating/removing these spots manually.

The only disadvantage is that currently the spots are stored by the nav mesh, so the spots are lost if you regenerate the nav mesh.
nav_generate removes every thing, there an other command to update a nav mesh(I don't remember, need to look into).
And generated spots are too badly placed, so it will be much easier to make them manually.
I usually just make all the nav_meshes my self with the nav_begin_area Command and the nav_end_area
i see no reason to regenerate the navmesh, sounds a bit stupid actually, much better to do it yourself.

What i usually do is make a 1x1 block or 2x2 block to generate these points, but its so sloppy that way.
Hope you guys can find a new way soon. :wink:
I got a page where i post Source Engine stuff i make. you can take a look here: http://www.moddb.com/members/ancientterra


Sandern
Developer
Posts: 1984
Joined: Thu Nov 22, 2024 6:58 pm
Location: Netherlands
Contact:

Re: In-game Nav editing (Custom map)

Post by Sandern » Sun Mar 10, 2025 10:40 am

For the next version ( 2.0.8 ), I added two commands "nav_coverspot_create" and "nav_coverspot_delete".

Post Reply

Who is online

Users browsing this forum: No registered users and 8 guests