Moderator elections are being held. See Valve Developer Community:Moderator elections for more details.
Users who would like to run for moderator must be autoconfirmed and have at least 100 edits. Users can check their own edit count at Special:Preferences.

NAV (file format)

From Valve Developer Community
Jump to: navigation, search
Nav Mesh
Not to be confused with AIN.

A NAV file is a map specific Navigation Mesh file that defines the walkable space in a level for bots in Source games. They usually reside in <game folder>/maps and can be integrated into BSPs in some Source games.[Clarify]

Games

In Counter-Strike: Source Counter-Strike: Source and Counter-Strike: Global Offensive Counter-Strike: Global Offensive, the file is generated automatically when bots are played or being added into a map for the first time on a specific map that doesn't have one.

Clarify: NAV creation is an open-source task available in the SDK.

File format

Blank image.pngTodo: The information listed on the NAV file structure is too vague.
Confirm:At least two versions of .nav files.
Blank image.pngTodo: Add approach spot data.
Note.pngNote:This is reverse engineered data.

unsigned int magicNumber; // Magic number to check if the file is a .nav file
unsigned int version; // Version of the .nav file, for example GMod and TF2 has 16

if ( version >= 10 ) {
	unsigned int subVersion; // Sub version of the .nav file, for example GMod has 0, TF2 has 2. This is usedt
}

if ( version >= 4 ) {
	unsigned int saveBspSize; // Size of source bsp file to verify that the bsp hasn't changed
}

if ( version >= 14 ) {
	unsigned char isAnalyzed;
}

if ( version >= 5 ) {
	// Callouts. Places data. This is the "Mid", "Banana", etc stuff that is used in this nav mesh
	unsigned short count;

	for( int i = 0; i < count; ++i ) {
		unsigned short len; // length of the name
		char name[len]; // The name. Maximum len is 256
	}

	if ( version > 11 ) {
		unsigned char m_hasUnnamedAreas;
	}
}

{
	// PreLoadAreas( count )
	// This is by default is completely unused, it is left for mods to store custom data
	// Assuming that the data is per nav area
	//for( int i = 0; i < count; ++i ) {

	//}
}

unsigned int areaCount; // number of CNavAreas
area_t area[areaCount]; // Area Data

if ( version >= 6 ) {
	unsigned int count; // number of CNavAreas

	for( i = 0; i < count; ++i ) {
		// Ladder data
	}
}

{
	// Load Custom Data
	// Again, by default this is unused
}

Area

A navigation area is a bounding square in which bots can move.

struct nav_area_t {
	unsigned int ID; // Identifier of the navigation area.
	union AttributeBitField {
		unsigned char; // In NAV versions ≤ 8
		unsigned short; // In NAV versions ≤ 12
		unsigned int; // In NAV Versions ≥ 13
	};
	float nwCorner[3]; // North-West corner vector.
	float seCorner[3]; // South-East corner vector.
	float NorthEastZ; // Z coordinate of North-East corner.
	float SouthWestZ; // Z coordinate of South-West corner.

	connectionData_t connectionData[4]; // Connection data in NESW (North, East, South, West) order.

	unsigned char hidingSpotCount; // Amount of hiding spots.
	hidingSpot_t hidingSpots[hidingSpotCount]; // Hiding spot data.

	/* Approach spots were removed in NAV version 15.
	unsigned char approachSpotCount; // Amount of approach spots
	approachSpot_t approachSpotData[approachSpotCount]; // Approach spot data.
	*/

	unsigned int encounterPathCount; // Amount of encounter paths.
	encounterPath_t encounterPaths[encounterPathCount]; // Encounter path data.
	unsigned short PlaceID; // ID of place.

	// Ladder data stored in order of vertical direction (up then down).
	struct ladderIDSequence_t {
		unsigned int ladderCount; // Amount of ladder Ids.
		unsigned int ladderIDs[ladderCount]; // Ladder IDs
	} ladderIDSequence[2];
	float EarliestOccupyTimes[2]; // Earliest occupy times for teams.
	float LightIntensity[4]; // Light Intensities for each corner.

	unsigned int areaBindCount; // Amount of area-binds stored.
	nav_area_bind_t areaBindSequence[areaBindCount]; // Sequence of area-binds stored.

	unsigned int InheritVisibilityFromAreaID; // Inherit visibility from area.
	void* customData; // Game-specific data.
}

Approach Spot

Blank image.pngTodo: Describe variables.
struct approachSpot_t {
	uint approachHereId; 
	uint approachPrevId;
	byte approachType;
	uint approachNextId;
	byte approachHow;
}

Area-bind

Area-binds are a structure type used in nav areas to determine the visibility between the parent area and another navigation area, based on area ID.

struct nav_area_bind_t {
  unsigned int target_area_id; // Area ID of area.
  unsigned char AttributeBitField; // Attribute flag field that determines the visibility type.
};

Area-binds were added in NAV version 16.

Connection

struct connectionData_t {
	unsigned int count; // Amount of connections.
	unsigned int AreaIDs[count]; // List of area IDs that each connection points to.
};

Hiding Spot

Hiding spots are data structures used to determine points in a nav mesh that bots can hide at.

enum Attribute : unsigned char // Hiding Spot attribute values.
{
	IN_COVER = 0x01, // In a corner with good hard cover nearby
	GOOD_SNIPER_SPOT = 0x02, // Had at least one decent sniping corridor
	IDEAL_SNIPER_SPOT = 0x04, // Can see either very far, or a large area, or both
	EXPOSED	= 0x08 // Spot in the open, usually on a ledge or cliff
};

struct hidingSpot_t {
	unsigned int ID; // Identifier of hide spot. Added in NAV version 2.
	float position[3]; // Position of the hiding spot. Added in NAV version 1.
	Attribute Attributes; // Attribute field. Added in NAV version 2.
};
Game Used For
Team Fortress 2 Team Fortress 2 Determines where Spy bots can lurk for targets.
Counter-Strike: Source Counter-Strike: Source Determines where bots can take cover and shoot at.
Counter-Strike: Global Offensive Counter-Strike: Global Offensive Determines where bots can take cover and shoot at.

Encounter Path

Encounter paths are structures used to determine routes to take to get to certain areas.

struct encounterPath_t {
	unsigned int EntryAreaID; // ID of the Area entered from.
	unsigned byte EntryDirection; // Direction of entry.
	unsigned int DestAreaID; // ID of the Area destination.
	unsigned byte DestDirection; // Direction towards the destination area.

	unsigned char encounterSpotCount; // Amount of encounter spots.
	encounterSpot_t encounterSpots[encounterSpotCount]; // Encounter spots.
};
Warning.pngWarning:Encounter paths are only used in Counter-Strike: Source Counter-Strike: Source and Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Encounter Spot

Encounter Spots (better termed waypoints) are data structures used in encounter paths to determine the order of area IDs in a route.

struct encounterSpot_t {
	unsigned int AreaID; // The Area ID to go to.
	unsigned char ParametricDistance; // Parametric distance in bytes.
};
Warning.pngWarning:Encounter spots are only used in Counter-Strike: Source Counter-Strike: Source and Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Custom Data

Some games store custom data in areas.

Custom Area Data
Subversion Data Label
2 unsigned int Team Fortress 2 Team Fortress 2 specific attributes.

Versions Used By Games

Game Version Subversion
Team Fortress 2 Team Fortress 2 16 2

See also

NAV processors

Merge-arrows.png
It has been suggested that this article or section be merged with Nav Mesh/en. (Discuss)