Nav Mesh: Difference between revisions
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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. | 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== | ===What is Computed During Generation=== | ||
The following steps occur during Navigation Mesh generation: | The following steps occur during Navigation Mesh generation: | ||
* Starting at a player spawn point, walkable space is sampled | * Starting at a player spawn point, walkable space is sampled | ||
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* Initial Encounter areas are computed | * Initial Encounter areas are computed | ||
==Manually Starting | ===Manually Starting the Generation Process=== | ||
To start the generation process manually, type ''nav_generate'' from the console. | To start the generation process manually, type <code>'''nav_generate'''</code> from the console. | ||
===Viewing the Navigation Mesh=== | |||
To see the resulting Navigation Mesh, type <code>'''nav_edit 1'''</code>. To turn the mesh editor off, type <code>'''nav_edit 0'''</code>. | |||
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Addition information can be found [http://www.turtlerockstudios.com/forums/csbot/viewtopic.php?t=725 here]. | Addition information can be found [http://www.turtlerockstudios.com/forums/csbot/viewtopic.php?t=725 here]. |
Revision as of 15:39, 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 the Generation Process
To start the generation process manually, type nav_generate
from the console.
To see the resulting Navigation Mesh, type nav_edit 1
. To turn the mesh editor off, type nav_edit 0
.
Addition information can be found here.