NAV (file format)
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
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 count; // number of CNavAreas
	for( i = 0; i < count; ++i ) {
		// 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.Custom Data
Some games store custom data in areas.
| Subversion | Data | Label | 
|---|---|---|
| 2 | unsigned int |  Team Fortress 2 specific attributes. | 
Versions Used By Games
| Game | Version | Subversion | 
|---|---|---|
|  Team Fortress 2 | 16 | 2 | 
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)
