Talk:Navigation Meshes (L4D)

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Revision as of 19:06, 14 July 2009 by TheFixer333 (talk | contribs) (signature-oddity)

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Well, I tried. Have no idea how to use this wiki efficiently, but hopefully this article will be useful if not well worded. --Alfonzo 07:03, 25 March 2009 (UTC)

If anything, it's a good start, lots of useful info. Btw, did you see this page? There's a lot of similar content there as well, you can add it into this page here if you want. --brandished 17:07, 27 March 2009 (UTC)

I am trying to merge some of this info with the 'Navigation Mesh Attributes (L4D)' page. I intend to reference it once I am done, since both pages are essentially the same thing right now. Of course, I will only be touching the main attributes section. Hopefully this page will be a full-on description and resource center for understanding Left4Dead Nav Meshes soon. Be on the lookout for other pages that would better fit 'Navigation Meshes (L4D)' - or could be added here. --TheFixer333 16:44, 14 July 2009 (UTC)

I have finished the merging and reference, 'Navigation Mesh Attributes (L4D)' should be the new master Nav-attribute reference-list. The list now reflects numerous MAJOR changes, including wording, details, and some formatting.--TheFixer333 19:06, 14 July 2009 (UTC)

HUGE .nav file generated

Does someone already faced this problem when the .nav file is like 5 MB wide after the nav_generate and 90 MB after the nav_analyze? It's a hell of a big .nav file, I'm surprised it doesn't cause any trouble to load it, but I'm also surprised that the file grew 18 times during the nav_analyze. It's a large map with a rough terrain, using many displacements and a great playable surface, but still... is there a way to optimize it? Am I missing something? I don't feel like merging all of these thousands of little squares at hand... Left 4 Dead maps like the last map of Death Toll (garage, town, boathouse) are similarly complex and the .nav file doesn't exceed 20 MB if I remember correctly. --NykO18 14:59, 15 April 2009 (UTC)

Merging areas together really is the best option, especially if they each have multiple attributes each. You can also try to remove any extraneous areas which are way past the boundaries of the paper where infected can spawn. Sometimes it generates a bit too far out. --Remmiz 16:55, 15 April 2009 (UTC)
Yep, I was afraid of this. I'm doing a little lifting right now. There's something like 6,000 nav squares on l4d_smalltown05_boathouse and 11,000 on our map, so I'm aiming to reduce it by approximately 3 or 4,000. I'll report there once done... even if zip-compressed .nav files can be reduced by 700% --NykO18 17:01, 15 April 2009 (UTC)