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)
In-game Nav editing (Custom map)
Re: In-game Nav editing (Custom map)
Yeah wish to know, how to make those spots too. I need at least 2 commands how to add and how to remove them.
Re: In-game Nav editing (Custom map)
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.
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.
Re: In-game Nav editing (Custom map)
nav_generate removes every thing, there an other command to update a nav mesh(I don't remember, need to look into).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.
And generated spots are too badly placed, so it will be much easier to make them manually.
Re: In-game Nav editing (Custom map)
I usually just make all the nav_meshes my self with the nav_begin_area Command and the nav_end_areaYurtex wrote:nav_generate removes every thing, there an other command to update a nav mesh(I don't remember, need to look into).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.
And generated spots are too badly placed, so it will be much easier to make them manually.
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.

Re: In-game Nav editing (Custom map)
For the next version ( 2.0.8 ), I added two commands "nav_coverspot_create" and "nav_coverspot_delete".
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