Talk:Nav Mesh
ZBOT WITH ALL NAV COMMANDS?
It would be great if someone could write here a Link to DOWNLOAD de ZBOT with FULL commands for Nav Editing. The one I have, doesn't have all the commands, and for example the one of nav_corner is not available and I really need it to add some interesting jumps.
Mike, I notice there are alot of commands, I'm assuming you have special binds? If you do, can you share them? -- ^Ben
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This is a good source: http://www.turtlerockstudios.com/forums/csbot/viewtopic.php?t=725 -- Mark WiseCarver
This is starting to get a little big, how about making it a category with sub-articles? --TomEdwards 15:05, 30 Jun 2005 (PDT)
Agreed. How do I do that? -Mike
Go to category:Whatever and hit edit to add a description. Then add [[Category:Whatever]] to every article you split this page into and they will be added to it automagically. --TomEdwards 23:47, 30 Jun 2005 (PDT)
I would prefer to have it on one page. This is a task you would do all at once, so it's nice to have it all together. One window for this and the other for the game, since there's so much to remember, I think it's easier to have in one window. Perhaps we can reorganize is some so it is more intuitive, and also make it more concise. --Mungo
I take some of that back. I think the console commands section and the place names section could be their own articles, but I still would like the instructional part to stay together here. It doesn't really need its own category though, for just a couple of articles. -Mungo
I separated out the console commands into their own article so this page isn't so long. Hope no one minds. -mungo
Adding place names to your map
I've seen a lot mentioned about how to add place names using the in game navigation tool, but no mention on how to create a list of place names that you are able to use. Can this be done through Hammer? Thanks. --Evshell18 02:05, 24 Sep 2005 (PDT)
Nevermind, I didn't realize that you couldn't put your own custom place names in, and that you just have to call nav_place_use to see what names are available. --Evshell18 02:11, 26 Sep 2005 (PDT)
Left 4 Dead Meshes
I feel tempted to create a page relating to how Left 4 Dead meshes work in relation to marking; for instance marking an area "obscure" increases the amount of infected in that area, as well as spawning infected there rather crudely. On the flip side marking an area "empty" results in no infected spawning there. Would it be appropriate to add this information to this article (as there really isn't THAT much info, and the rest doesn't differ from the CSS mesh much) or create a new one? ~ Alfonzo 15 March 2009
Has anyone ever done this? The nav mesh stuff is included in the sdk, and is the default system in an sdk template mod, but the default bots are only designed to run and pic random directions. Has anyone written / found ai navigation code for this method? --Welsh Mullet 22:11, 17 March 2011 (UTC)
- Don't the CSS bots use the navigation mesh? Thelonesoldier 22:43, 17 March 2011 (UTC)
- Yep, but the CSS bot code is closed source and basically the only thing not included in the SDK. As far as i know. I was wondering if someone had written plug-in bots for CSS or L4D as these both use meshs --Welsh Mullet 13:58, 18 March 2011 (UTC)
Attribute Information
Page 2:
Sniper Spot Confusion
TF attributes override each other's blocked statuses.
tf_show_X cvars
I'm working on a guide for making TF2 nav meshes. Linked here. - Amicdict (talk) 18:28, 17 August 2021 (PDT)
- That list on TFAttributes(?) overriding each other will be really really reaaalllyy useful - Orin (talk) 14:24, 18 August 2021 (PDT)
Should the page's contents be split/moved?
Just a passing thought; Currently the page goes into a bit of technical details about nav meshes, then guides the reader on how to edit a navigation mesh, and it seems like the page ends up having a conflicted focus. So, should that latter part of the page be mostly moved into its own page? I say mostly, since I think it'd be ideal to keep the nav editing section, but as something like how this page does it. - Orin (talk) 10:12, 19 August 2021 (PDT)
- I thought about your idea, but I don't think the topics of the page (technical details vs. editing) are conflicting enough to make a separate page. I mean, the page says "There are .nav files and this is how you can generate them / edit them / set place names / achieve certain effects / and this funky stuff might also be important". I think the topic Nav Meshes fits on one page. Which sections would you propose should be moved? --Popcorn (talk) 17:06, 19 August 2021 (PDT)
- Something like the names for the
2.3, 2.6, 2.7, 2.8, 2.9, 2.10, 4.1-4.4, 5.2, 5.4, 5.5
sections, might change in the future. To me it looked like they went really thorough on the editing a navigation mesh, and I'm feeling it overshadows other topics possible to be added here (or already is), like the NAV File Format and this section about NAV subversions. Myself I think navigation mesh editing fits here still, but currently this page really looks more like a "Navigation Mesh Editing" page, and future editors might make that gap even larger. - Orin (talk) 20:04, 19 August 2021 (PDT)- Ah ok. What would you think of this page being the "top" page leading "down" to subpages, such as nav format, nav editing (the content of this page), nav commands/ConVars and whatever? --Popcorn (talk) 07:02, 20 August 2021 (PDT)
- Better idea: What about the Category: Navigation Meshes? --Popcorn (talk) 07:14, 20 August 2021 (PDT)
- To #1: For now, a (quickly thought out) concept: Navigation Mesh explanation -> Intro to what is contained in a NAV file -> Intro to navigation mesh editing, then lastly the resources like nav convars. This is just based on what's already existing in the page (that isn't just a "footnote" like the
See also
section). Just a concept so something might improvise this in tje future. - Orin (talk) 13:27, 20 August 2021 (PDT) - To #2: That category apparently doesn't exist and I didn't knew, will come in handy for sure, but seems more suiting to keep pages in it that aren't desirable to be here. For context, I'm treating this page (Navigation Meshes) as a "hub" that gives an intro to all relevant navigation mesh topics out there, while the category page helps to catch the not-so-important topics. (Category page has more roles but that's one of it in my eyes). - Orin (talk) 13:27, 20 August 2021 (PDT)
- I see, so we want a "hub". If I get you right, we'd have two ideas we could implement:
1. Treat this page (Navigation Meshes) as a "hub" (Main article: Link) and create the page Navigation Mesh Editing or Navigation Mesh Editor to move this page's sections (except 6.1 SubVersions) down there.
2. Treat Category: Navigation Meshes as a "hub" and write the intros there. I thought of something like the Category: Level Design.
I'd prefer 2. to give the Categories more sense but 1. is also plausible as some pages already do it that way. --Popcorn (talk) 04:55, 21 August 2021 (PDT)- If you prefer "2." then I guess you probably already have a good idea for that approach? But if we go with that, what about this page, does it get a redirect to the category? (assuming the page still gets its contents migrated elsewhere) - Orin (talk) 10:24, 21 August 2021 (PDT)
- The Category: Navigation Meshes cannot be created by us, so I guess it's gonna be "1.". Which title would you prefer? Navigation Mesh Editing or Navigation Mesh Editor or ...? --Popcorn (talk) 07:49, 23 August 2021 (PDT)
- Navigation Mesh Editing seems more fitting to me, there's an actual GUI-based nav editor in
's tools mode (but its broken) so the other title could be misleading. And about that page creation title ban, I forgot I tried to circumvent it when this page was being newly edited. - Orin (talk) 09:15, 24 August 2021 (PDT)
- Navigation Mesh Editing seems more fitting to me, there's an actual GUI-based nav editor in
- The Category: Navigation Meshes cannot be created by us, so I guess it's gonna be "1.". Which title would you prefer? Navigation Mesh Editing or Navigation Mesh Editor or ...? --Popcorn (talk) 07:49, 23 August 2021 (PDT)
- If you prefer "2." then I guess you probably already have a good idea for that approach? But if we go with that, what about this page, does it get a redirect to the category? (assuming the page still gets its contents migrated elsewhere) - Orin (talk) 10:24, 21 August 2021 (PDT)
- I see, so we want a "hub". If I get you right, we'd have two ideas we could implement:
- To #1: For now, a (quickly thought out) concept: Navigation Mesh explanation -> Intro to what is contained in a NAV file -> Intro to navigation mesh editing, then lastly the resources like nav convars. This is just based on what's already existing in the page (that isn't just a "footnote" like the
- Something like the names for the
Page 2:
Ouf. Navigation Mesh Editing also can't be created for the exact same reason. Well then I guess it's gonna be Nav Mesh Editing, right? As usual, when linking to it, one could overwrite the title appropriately, such as [[Nav Mesh Editing|Navigation Mesh Editing]]
. --Popcorn (talk) 06:59, 25 August 2021 (PDT)
- That's a shame, and that title looks good to me! The search engine I use picks up that "Navigation Mesh Editing" title added with
{{DISPLAYTITLE}}
too. - Orin (talk) 10:37, 25 August 2021 (PDT)
Issues with page creation
Due to a banned expression, users are not allowed to create any pages with Navigation in their title and it seems that this problem is either not being solved or can't be solved by the admins.
Now, there are still two (outdated) language pages for this page. Would it make sense to move those to Nav Mesh Editing/es and Nav Mesh Editing:jp (and give the existing language pages a redirect)?
Also, to avoid any future issues with language pages of this page (Navigation Meshes), would it be an idea to move it to Nav Meshes? However, it doesn't seem necessary at the moment. Apparently, this page (Navigation Meshes) had been created before the banned expression thing was active. --Popcorn (talk) 12:01, 31 August 2021 (PDT)
- I'd actually like to rename this page to Nav Mesh, since this article refers to the mesh in singular form. I do agree with the other rename options though. - Amicdict (talk) 13:25, 31 August 2021 (PDT)
- And yes I'd like for this page to be renamed to prevent future language issues. - Amicdict (talk) 20:50, 1 September 2021 (PDT)
- There also seems to be the same issue for the Navigation Mesh Commands pages. - Amicdict (talk) 20:54, 1 September 2021 (PDT)
Should we rename this page back again? - Amicdict (talk) 20:10, 26 April 2023 (PDT)
- Oh. Forgot about that. I got used to it by now. :D So I guess no, not necessarily, the short name works fine aswell. --popcorn (talk) 12:16, 5 February 2025 (PST)
TF2 - Payload Map Control Points
I've been editing a few navigation meshes in TF2, and I've been having trouble with the BLOCKED_UNTIL_POINT_CAPTURE attribute specifically on Payload maps. There are instances where I've marked zone(s) to be blocked/unblocked on the third point capture which are being blocked upon the cart reaching the first checkpoint.
The only reason I can think of is that when you use tf_show_mesh_decoration, only the most recent checkpoint that the cart has reached is marked as a control point (in green), whereas maps with standard control points always show every (currently active) control point in green. So I can only assume that any checkpoint capture triggers the BLOCKED_UNTIL/AFTER_POINT_CAPTURE status. I'm not sure how to deal with doors and such that aren't automatically assigned the correct blocked/unblocked status on Payload maps because of this. Rodafy (talk) 20:01, 4 February 2025 (PST)
Actually, I'm not sure if the WITH_X_POINT_CAPTURE attributes work as intended at all... I've tested a few areas on CP maps with different settings and they are always blocked/unblocked on the first point capture regardless of which point is listed. Am I just doing something wrong, or? Rodafy (talk) 06:00, 5 February 2025 (PST)