[SOLVED]Nav mesh problem

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
I have a mirrored koth map which I created a nav mesh for however the red bots seem to walk around the map fine but the blue bots get stuck in a corner of spawn.

Advice on how to solve this? Ty.
 

Dadema

L-3: Not very succesful map maker
Jan 27, 2016
163
83
In hammer, create a trigger brush. Then make it a func_nav_avoid. Place it at the location where this problem occurs.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Thanks, will try that out now
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
I made a func_nav_avoid yet they still go to the same bit of spawn as before. Does compiling on fast vvis cause a problem for this?
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
I did. hmm. I'll try out the func_nav_prefer things as well. Is there a command which displays the routes the bots can take?
 

Dadema

L-3: Not very succesful map maker
Jan 27, 2016
163
83
You could also try func_nav_blocker. Then the bots won't go there anymore
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
It's either me being really stupid but the bots still go to the same corner even with a func_nav_blocker there. Is there a way to manually plot a route for the bots to take (suspect some reading on the wiki for me)
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Nav blocking only works when the brush is covering the whole nav section. But even in those cases, its often better to solve the origin of the bots getting stuck or know how to edit the nav in such way the bots know they can get out and wont get blocked. Sometimes splitting a nav section is enough to let bots understand they cant take a certain path
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
After some testing, I managed to get a medic bot to follow me all the way to mid so its not like they physically can't walk out of spawn.
Question: Once/if I solve this, will the nav mesh be permanent such as uploading the updated .bsp to the steam workshop because the nav mesh is a different file?
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
After some testing, I managed to get a medic bot to follow me all the way to mid so its not like they physically can't walk out of spawn.
Question: Once/if I solve this, will the nav mesh be permanent such as uploading the updated .bsp to the steam workshop because the nav mesh is a different file?
I had troubles with fixing/editing nav meshes in the past, but the guys here at TF2 helped me a bunch at it and as of today I'm able to fix/improve the navigation meshes on many official maps.

About the .nav and the Workshop, this is sadly not like in CS:GO; it doesn't automatically find and upload the .nav file, so either embed the .nav file into your .bsp one (don't fixup), or upload the .nav file somewhere and post the link somewhere in your Workshop submission. I prefer the last one because not many will read the notice about the embeded NAV and will generate one themselves, and I can't imagine what will happen then.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Thanks, that was really helpful (and simpler than I imagined)!
 

henke37

aa
Sep 23, 2011
2,075
515
You do know of the failsafe navigation mode bots use when they end up on areas without the navmesh right? They just run in a straight line towards their goal. So managing to get a medic bot to follow you does not mean that the navmesh is fine.
 

Benoist3012

L3: Member
Dec 25, 2015
148
207
You do know of the failsafe navigation mode bots use when they end up on areas without the navmesh right? They just run in a straight line towards their goal. So managing to get a medic bot to follow you does not mean that the navmesh is fine.
Also in MvM, if a robot goes out of navmesh it will be teleported to the closest nav area.