Talk:Nav Mesh Editing

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Should nav_save_selected and nav_merge_mesh be mentioned?

These two commands are handy for forcing creation of nav areas and connections that would otherwise be impossible to make normally. This is because nav_save_selected stores the information for a selected set in a file, that can be edited, and then added through nav_merge_mesh.

The two commands in theory would be particularly handy for dealing with area portals in the nav mesh. I think they should be mentiond on this page, but I am uncertain how to describe them in an understandable way. - Amicdict (talk) 14:38, 26 August 2021 (PDT)

Well, I never heard about them, but I guess you can just go ahead and try to write everything you found out so far in a new subsection, probably under the Advanced editing techniques. As soon as you have written something, there will be the chance that others investigate about that topic, too. --Popcorn (talk) 15:55, 26 August 2021 (PDT)
Yeah that works, those commwnds are typically not useful for an average navigation editing session until advanced nav editing work is required (except Left 4 Dead 2, since you have full access to nav attributes with VScript). - Orin (talk) 22:47, 26 August 2021 (PDT)
I mentioned the two commands, but not the syntax and structure of the Keyvalues file used by them; Unless if someone else wants to, I'll document them later. - Amicdict (talk) 16:50, 31 August 2021 (PDT)