NAV (file format)
		
		
		
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Not to be confused with AIN.
A NAV file is a map specific Navigation Mesh file that defines the walkable space in a level for bots in Source games. They usually reside in <game folder>/maps and can be integrated into BSPs in some Source games.[Clarify]
In Template:Game name and Template:Game name, the file is generated automatically when bots are played for the first time on a specific map.
 Tip:NAV creation is an open-source task available in the SDK.
Tip:NAV creation is an open-source task available in the SDK.File format
 Note:This is reverse engineered data. Reverse engineered format code can also be found here.
Note:This is reverse engineered data. Reverse engineered format code can also be found here.unsigned int magicNumber; // Magic number to check if the file is a .nav file
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 ) {
	// 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;
	}
}
{
	// Load custom data pre area
	// This is by default is completely unused, it is left for mods to store custom data
}
unsigned int count; // number of CNavAreas
{
	// 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 ) {
	//}
}
for( i = 0; i < count; ++i ) {
	// Per CNavArea data
	unsigned int id; // ID of the CNavArea
	// Attribute flags
	if ( version <= 8 ) {
		unsigned char attributeFlags;
	} else if ( version < 13 ) {
		unsigned short attributeFlags;
	} else {
		int attributeFlags;
	}
	Vector m_nwCorner; // size is 3 * float(x,y,z), North-West corner of the area
	Vector m_seCorner; // size is 3 * float(x,y,z), South-East corner of the area
	
	// More 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
}























