Talk:Left 4 dead level creation: Difference between revisions
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(Creating a NAV file for Left 4 Dead) |
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::Also, the article doesn't go into exactly what needs to happen in the nav system, but does provide the basic steps in building a nav mesh. I think Valve needs to fix <code>nav_analyze</code> to get my map to work. It's strange to see <code>ESCAPE_ROUTE</code> areas disappear. --[[User:Molaughlen|Molaughlen]] 07:57, 4 Dec 2008 (PST) | ::Also, the article doesn't go into exactly what needs to happen in the nav system, but does provide the basic steps in building a nav mesh. I think Valve needs to fix <code>nav_analyze</code> to get my map to work. It's strange to see <code>ESCAPE_ROUTE</code> areas disappear. --[[User:Molaughlen|Molaughlen]] 07:57, 4 Dec 2008 (PST) | ||
== Creating a NAV file for Left 4 Dead == | |||
You need to have a safe room up and working, then create 2 *.cfg files in the "Left 4 Dead/left4dead/cfg" folder, call them "navigation" and "director" and put the following inside each: | |||
'''navigation.cfg''' | |||
sv_cheats 1 | |||
nav_edit 1 | |||
nav_mark_walkable | |||
nav_generate | |||
nav_analyze | |||
nav_edit 0 | |||
sv_cheats 0 | |||
''' | |||
director.cfg''' | |||
sv_cheats 1 | |||
director_stop | |||
director_start | |||
sv_cheats 0 | |||
Then ingame in the console, type '''exec navigation''' to create a nav file, let it load and when its done type '''exec director'''. This will make the director work correctly | |||
Reload your map and zombies should spawn correctly. If you have a saferoom. |
Revision as of 15:40, 6 December 2008
Anyone have success in generating a navigable map? I've found that some nav areas are marked as ESCAPE_ROUTE
, but it doesn't appear to be persisted to the nav file (or after nav_analyze).
I've marked PLAYER_START
and CHECKPOINT
areas, but I'm prompted on map load with:
GetGoalArea: Cannot find SPAWN_RESCUE_CLOSET area in FINALE, thus cannot guarantee reachability of goal area
Using centroid of finale region...
GetGoalArea: Cannot find end area - no checkpoint or finale located.
ComputeFlowDistances: ERROR - Cannot compute flow.
Any help would be greatly appreciated! --Molaughlen 17:46, 3 Dec 2008 (PST)
- I've been adding some notes to the "Your First Left 4 Dead Map" article that cover some of these questions. It's still a work in progress at the moment, hence why it isn't linked to the main level creation page. There's also some good info over on l4dmaps.net site. --brandished 20:43, 3 Dec 2008 (PST)
- Thanks for the link, but there's nothing in the article regarding my specific issue. The only thing I saw that could have been a problem is the
info_changelevel
entity wasn't touching theCHECKPOINT
nav area. I adjusted the entity's position, but still produces nav errors. Also after decompiling l4d_vs_farm01_hilltop the info_changelevel is at position (0, 0, 0) and not in theCHECKPOINT
area.
- Thanks for the link, but there's nothing in the article regarding my specific issue. The only thing I saw that could have been a problem is the
- Also, the article doesn't go into exactly what needs to happen in the nav system, but does provide the basic steps in building a nav mesh. I think Valve needs to fix
nav_analyze
to get my map to work. It's strange to seeESCAPE_ROUTE
areas disappear. --Molaughlen 07:57, 4 Dec 2008 (PST)
- Also, the article doesn't go into exactly what needs to happen in the nav system, but does provide the basic steps in building a nav mesh. I think Valve needs to fix
Creating a NAV file for Left 4 Dead
You need to have a safe room up and working, then create 2 *.cfg files in the "Left 4 Dead/left4dead/cfg" folder, call them "navigation" and "director" and put the following inside each:
navigation.cfg sv_cheats 1 nav_edit 1 nav_mark_walkable nav_generate nav_analyze nav_edit 0 sv_cheats 0 director.cfg sv_cheats 1 director_stop director_start sv_cheats 0
Then ingame in the console, type exec navigation to create a nav file, let it load and when its done type exec director. This will make the director work correctly
Reload your map and zombies should spawn correctly. If you have a saferoom.