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.

File format
Todo: Add approach spot data.

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;
}
}
{
// 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];
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
Todo: Add visibility data.
struct area_t {
unsigned int ID;
union Attributes {
unsigned char; // In NAV versions ≤ 8
unsigned short; // In NAV versions < 13
unsigned int;
};
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 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 ladderData_t {
unsigned int ladderCount; // Amount of ladder Ids.
unsigned int ladderIDs[ladderCount]; // Ladder IDs
} ladderData[2];
float EarliestOccupyTimes[2]; // Earliest occupy times for teams.
float LightIntensity[4]; // Light Intensities for each corner.
// Insert visibility data.
unsigned int InheritVisibilityFromAreaID; // Inherit visibility from area.
void* customData; // Game-specific data.
}
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
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;
float position[3]; // Position of the hiding spot.
Attribute Attributes; // Attributes
};
Encounter Path
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.
};
Encounter Spot
struct encounterSpot_t {
unsigned int OrderID; // Unknown.
unsigned char ParametricDistance; // Parametric distance in bytes.
};