Nav Mesh: Difference between revisions
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[[Category:Level Design]] | [[Category:Level Design]] | ||
==Introduction== | ==Introduction== | ||
A ''Navigation Mesh'' represents the "walkable areas" of a map. This data is | A ''Navigation Mesh'' represents the "walkable areas" of a map. This data is '''required''' by Bots and Hostages in Counter-Strike:Source, allowing them to "know" how to move around in the environment. | ||
Navigation Mesh data is stored in a ''.nav'' file corresponding to the map file (.bsp) for which it is used. For example, the nav mesh for cstrike\maps\de_dust.bsp is stored in cstrike\maps\de_dust.nav. | Navigation Mesh data is stored in a ''.nav'' file corresponding to the map file (.bsp) for which it is used. For example, the nav mesh for cstrike\maps\de_dust.bsp is stored in cstrike\maps\de_dust.nav. | ||
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==Manually Starting Mesh Generation== | ==Manually Starting Mesh Generation== | ||
To start the generation process manually, type ''nav_generate'' from the console. | To start the generation process manually, type ''nav_generate'' from the console. | ||
Addition information can be found [http://www.turtlerockstudios.com/forums/csbot/viewtopic.php?t=725 here]. |
Revision as of 15:28, 28 June 2005
Introduction
A Navigation Mesh represents the "walkable areas" of a map. This data is required by Bots and Hostages in Counter-Strike:Source, allowing them to "know" how to move around in the environment.
Navigation Mesh data is stored in a .nav file corresponding to the map file (.bsp) for which it is used. For example, the nav mesh for cstrike\maps\de_dust.bsp is stored in cstrike\maps\de_dust.nav.
To support the many community-created maps, Counter-Strike:Source includes an automatic mesh generation system. The first time you attempt to play a custom map with bots, the generation system will build a .nav file for that map. Depending on the size and complexity of the map, this may take a few minutes to a few hours. Most maps take about 5 minutes to auto-generate a .nav file. Once the generation is complete, a .nav file is saved to your hard drive for future use.
What is Computed During Generation
The following steps occur during Navigation Mesh generation:
- Starting at a player spawn point, walkable space is sampled
- Rectangular Navigation Areas are constructed from the sampled data
- Hiding and Sniper spots are computed
- Encounter Spots and Approach Points are computed (this can take awhile)
- Initial Encounter areas are computed
Manually Starting Mesh Generation
To start the generation process manually, type nav_generate from the console.
Addition information can be found here.