Talk:Nav Mesh Editing: Difference between revisions

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Is there no nav command to select all areas with a certain attribute in {{css}} or I am blind ??!? --[[User:Nescius|Nescius]] ([[User talk:Nescius|talk]]) 15:15, 2 May 2025 (PDT)
Is there no nav command to select all areas with a certain attribute in {{css}} or I am blind ??!? --[[User:Nescius|Nescius]] ([[User talk:Nescius|talk]]) 15:15, 2 May 2025 (PDT)
:The former, I presume. Unless there's VScript ways by now, but I just tested it. There is a <code>CNavMesh</code> instance but its methods don't seem to work because they access some null instance. Unfortunate. --[[User:Popcorn|popcorn]] ([[User talk:Popcorn|talk]]) 20:15, 2 May 2025 (PDT)
:The former, I presume. Unless there's VScript ways by now, but I just tested it. There is a <code>CNavMesh</code> instance but its methods don't seem to work because they access some null instance. Unfortunate. --[[User:Popcorn|popcorn]] ([[User talk:Popcorn|talk]]) 20:15, 2 May 2025 (PDT)
:May be overcomplicated, but you can <code>nav_save_selected</code> all areas to a text file and find all areas with an "Attributes" int that has the bit flag you want and edit them if desired. If it's just about adding/removing some flag from the entire mesh, you can <code>nav_select_radius 999999; nav_(mark|clear)_attribute (NO_JUMP|STAND|JUMP);</code>. --[[User:Popcorn|popcorn]] ([[User talk:Popcorn|talk]]) 20:42, 2 May 2025 (PDT)

Revision as of 20:42, 2 May 2025

Should nav_save_selected and nav_merge_mesh be mentioned?

These two commands are handy for forcing creation of nav areas and connections that would otherwise be impossible to make normally. This is because nav_save_selected stores the information for a selected set in a file, that can be edited, and then added through nav_merge_mesh.

The two commands in theory would be particularly handy for dealing with area portals in the nav mesh. I think they should be mentiond on this page, but I am uncertain how to describe them in an understandable way. - Amicdict (talk) 14:38, 26 August 2021 (PDT)

Well, I never heard about them, but I guess you can just go ahead and try to write everything you found out so far in a new subsection, probably under the Advanced editing techniques. As soon as you have written something, there will be the chance that others investigate about that topic, too. --Popcorn (talk) 15:55, 26 August 2021 (PDT)
Yeah that works, those commwnds are typically not useful for an average navigation editing session until advanced nav editing work is required (except Left 4 Dead 2, since you have full access to nav attributes with VScript). - Orin (talk) 22:47, 26 August 2021 (PDT)
I mentioned the two commands, but not the syntax and structure of the Keyvalues file used by them; Unless if someone else wants to, I'll document them later. - Amicdict (talk) 16:50, 31 August 2021 (PDT)

what

Is there no nav command to select all areas with a certain attribute in Counter-Strike: Source or I am blind ??!? --Nescius (talk) 15:15, 2 May 2025 (PDT)

The former, I presume. Unless there's VScript ways by now, but I just tested it. There is a CNavMesh instance but its methods don't seem to work because they access some null instance. Unfortunate. --popcorn (talk) 20:15, 2 May 2025 (PDT)
May be overcomplicated, but you can nav_save_selected all areas to a text file and find all areas with an "Attributes" int that has the bit flag you want and edit them if desired. If it's just about adding/removing some flag from the entire mesh, you can nav_select_radius 999999; nav_(mark|clear)_attribute (NO_JUMP|STAND|JUMP);. --popcorn (talk) 20:42, 2 May 2025 (PDT)