Talk:Left 4 dead level creation
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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