NAV (file format): Difference between revisions
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| {{ | {{back|Nav Mesh}} | ||
| A NAV file is a  | {{distinguish|AIN}} | ||
| {{merge|[[Nav Mesh]]}} | |||
| A '''NAV''' file is a map specific [[Nav Mesh|'''<u>Nav</u>'''igation Mesh]] file that defines the walkable space in a level for [[bot]]s in {{gldsrc|1}} ({{cscz|1|nt=1}}) and {{src|1}} games. They usually reside in <code><game folder>/maps</code> and can be integrated into [[BSP|BSPs]] in some [[Source]] games.{{clarify}} | |||
| {{Todo|Document GoldSrc version. Format is identical - {{cscz|1}} uses version 5.}} | |||
| = | == Games == | ||
| In {{css|4}} and {{csgo|4}}, 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. | |||
| [[ | Nav Mesh file write is open source in Source SDK 2013: https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/nav_file.cpp#L1071 | ||
| Nav Mesh generation is also open source in Source SDK 2013: https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/game/server/nav_generate.cpp#L3399 | |||
| {{l4d|4}} games have extra data per nav-area, as well as in after the nav place directory (null term string + short?), both of which have unknown format. | |||
| == File format == | |||
| {{todo|The information listed on the NAV file structure is too vague.}} | |||
| {{confirm|At least two versions of .nav files.}} | |||
| {{todo|Add approach spot data.}} | |||
| {{note|This is reverse engineered data.}} | |||
| {{ExpandBox|<source lang="cpp"> | |||
| unsigned int magicNumber; // Magic number to check if the file is a .nav file (little endian 0xFEEDFACE) | |||
| 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 ladderCount; // number of CNavLadders | |||
| 	ladder_t ladders[ladderCount]; // Ladder Data | |||
| } | |||
| { | |||
| 	// Load Custom Data | |||
| 	// Again, by default this is unused | |||
| } | |||
| </source>}} | |||
| ===Area=== | |||
| A navigation area is a bounding square in which bots can move. | |||
| <source lang="cpp"> | |||
| 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. | |||
| } | |||
| </source> | |||
| ===Approach Spot=== | |||
| {{todo|Describe variables.}} | |||
| <source lang="cpp"> | |||
| struct approachSpot_t { | |||
| 	uint approachHereId;  | |||
| 	uint approachPrevId; | |||
| 	byte approachType; | |||
| 	uint approachNextId; | |||
| 	byte approachHow; | |||
| } | |||
| </source> | |||
| ===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. | |||
| <source lang="cpp">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. | |||
| };</source> | |||
| Area-binds were added in NAV version 16. | |||
| ===Connection=== | |||
| <source lang="cpp"> | |||
| struct connectionData_t { | |||
| 	unsigned int count; // Amount of connections. | |||
| 	unsigned int AreaIDs[count]; // List of area IDs that each connection points to. | |||
| }; | |||
| </source> | |||
| ===Hiding Spot=== | |||
| Hiding spots are data structures used to determine points in a nav mesh that bots can hide at. | |||
| <source lang="cpp"> | |||
| 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. | |||
| 	unsigned char Attributes; // Attribute field. Added in NAV version 2. Defaults to IN_COVER for version 1 | |||
| }; | |||
| </source> | |||
| {| | |||
| ! Game !! Used For | |||
| |- | |||
| | {{tf2|4}} || Determines where Spy bots can lurk for targets. | |||
| |- | |||
| | {{css|4}} || Determines where bots can take cover and shoot at. | |||
| |- | |||
| | {{csgo|4}} || 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. | |||
| <source lang="cpp"> | |||
| 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. | |||
| }; | |||
| </source> | |||
| {{warning|Encounter paths are only used in {{css|4}} and {{csgo|4}}.}} | |||
| ===Encounter Spot=== | |||
| Encounter Spots (better termed waypoints) are data structures used in encounter paths to determine the order of area IDs in a route. | |||
| <source lang="cpp"> | |||
| struct encounterSpot_t { | |||
| 	unsigned int AreaID; // The Area ID to go to. | |||
| 	unsigned char ParametricDistance; // Parametric distance in bytes. | |||
| }; | |||
| </source> | |||
| {{warning|Encounter spots are only used in {{css|4}} and {{csgo|4}}.}} | |||
| ===Ladder=== | |||
| A navigation mesh ladder. | |||
| <source lang="cpp"> | |||
| struct nav_ladder_t { | |||
| 	unsigned int ID; // Identifier of the navigation ladder. | |||
| 	float width; // extent of ladder | |||
| 	float top[3]; // top endpoint of ladder | |||
| 	float bottom[3]; // bottom endpoint of ladder | |||
| 	float length; // ladder length | |||
| 	unsigned int direction; // Direction of the ladder (NavDirType) | |||
| 	unsigned char bDangling; // if version 6, dangling status | |||
| 	unsigned int topForwardArea; // area ID | |||
| 	unsigned int topLeftArea; // area ID | |||
| 	unsigned int topRightArea; // area ID | |||
| 	unsigned int topBehindArea; // area ID | |||
| 	unsigned int bottomArea; // area ID | |||
| } | |||
| </source> | |||
| ===Custom Data=== | |||
| Some games store custom data in areas. | |||
| {| class="wikitable" | |||
| |+ Custom Area Data | |||
| !  Subversion !! Data !! Label | |||
| |- | |||
| | 2 || unsigned int || {{tf2|4}} specific attributes. | |||
| |- | |||
| | 1 || char[14] || {{csgo|4}} unknown data. | |||
| |} | |||
| ==Versions Used By Games== | |||
| {| class="wikitable" | |||
| ! Game | |||
| ! Version | |||
| ! Subversion | |||
| |- | |||
| | {{tf2|4}} | |||
| | 16 | |||
| | 2 | |||
| |- | |||
| | {{gmod|4}} | |||
| | 16 | |||
| | 0 | |||
| |- | |||
| | {{l4d2|4}} | |||
| | 16 | |||
| | 14 | |||
| |- | |||
| | {{l4d|4}} | |||
| | 15 | |||
| | 13 | |||
| |- | |||
| | {{css|4}} | |||
| | 9 | |||
| | n/a | |||
| |- | |||
| | {{cscz|4}} | |||
| | 5 | |||
| | n/a | |||
| |} | |||
| ==See also== | |||
| * [[Nav Mesh Editing]] | |||
| ===NAV processors=== | |||
| * [https://github.com/Blackfire62/TF2_NavFile_Reader Nav file parser in C++.] | |||
| * [https://codeberg.org/WhyIsEveryYearAlwaysBad/libSourceNav libSourceNav] — a NAV parser in Common Lisp. | |||
| * [https://github.com/WhyIsEvery4thYearAlwaysBad/kaitai_struct_formats/blob/master/game/source_engine_nav.ksy Base NAV file format in Kaitai Struct.] | |||
| * [https://github.com/mrazza/gonav Nav file parser in Go.] (Outdated) | |||
| [[Category:Level Design]] | |||
| [[Category:AI]] | |||
| [[Category:File formats|nav]] | |||
| [[Category:Counter-Strike: Source|nav]] | |||
| [[Category:Team Fortress 2|nav]] | |||
| [[Category:Counter-Strike: Global Offensive|nav]] | |||
Latest revision as of 18:41, 8 June 2025
A NAV file is a map specific Navigation Mesh file that defines the walkable space in a level for bots in GoldSrc (CS:CZ) and 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 and
 Counter-Strike: Source and  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.
 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.
Nav Mesh file write is open source in Source SDK 2013: https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/nav_file.cpp#L1071
Nav Mesh generation is also open source in Source SDK 2013: https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/game/server/nav_generate.cpp#L3399
 Left 4 Dead games have extra data per nav-area, as well as in after the nav place directory (null term string + short?), both of which have unknown format.
 Left 4 Dead games have extra data per nav-area, as well as in after the nav place directory (null term string + short?), both of which have unknown format.
File format
 Confirm:At least two versions of .nav files.
 Confirm:At least two versions of .nav files. Note:This is reverse engineered data.
Note:This is reverse engineered data.unsigned int magicNumber; // Magic number to check if the file is a .nav file (little endian 0xFEEDFACE)
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 ladderCount; // number of CNavLadders
	ladder_t ladders[ladderCount]; // 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
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.
	unsigned char Attributes; // Attribute field. Added in NAV version 2. Defaults to IN_COVER for version 1
};
| Game | Used For | 
|---|---|
|  Team Fortress 2 | Determines where Spy bots can lurk for targets. | 
|  Counter-Strike: Source | Determines where bots can take cover and shoot at. | 
|  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:Encounter paths are only used in
Warning:Encounter paths are only used in  Counter-Strike: Source and
 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:Encounter spots are only used in
Warning:Encounter spots are only used in  Counter-Strike: Source and
 Counter-Strike: Source and  Counter-Strike: Global Offensive.
 Counter-Strike: Global Offensive.Ladder
A navigation mesh ladder.
struct nav_ladder_t {
	unsigned int ID; // Identifier of the navigation ladder.
	float width; // extent of ladder
	float top[3]; // top endpoint of ladder
	float bottom[3]; // bottom endpoint of ladder
	float length; // ladder length
	unsigned int direction; // Direction of the ladder (NavDirType)
	unsigned char bDangling; // if version 6, dangling status
	unsigned int topForwardArea; // area ID
	unsigned int topLeftArea; // area ID
	unsigned int topRightArea; // area ID
	unsigned int topBehindArea; // area ID
	unsigned int bottomArea; // area ID
}
Custom Data
Some games store custom data in areas.
| Subversion | Data | Label | 
|---|---|---|
| 2 | unsigned int |  Team Fortress 2 specific attributes. | 
| 1 | char[14] |  Counter-Strike: Global Offensive unknown data. | 
Versions Used By Games
| Game | Version | Subversion | 
|---|---|---|
|  Team Fortress 2 | 16 | 2 | 
|  Garry's Mod | 16 | 0 | 
|  Left 4 Dead 2 | 16 | 14 | 
|  Left 4 Dead | 15 | 13 | 
|  Counter-Strike: Source | 9 | n/a | 
|  Counter-Strike: Condition Zero | 5 | n/a | 
See also
NAV processors
- Nav file parser in C++.
- libSourceNav — a NAV parser in Common Lisp.
- Base NAV file format in Kaitai Struct.
- Nav file parser in Go. (Outdated)
