Navigation for 3 stage maps

killjoy64

L1: Registered
Jul 16, 2017
9
0
Hello all!
I have been trying to get nav files to generate for plr_pipeline, however every time i do it only generates for whatever stage the map is currently loaded in even if i mark_walkable in all three stages, how would i be able to generate the nav file for the entire map itself and not just one section of it.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I don't know how to fix your problem, but just know that bots don't work in payload race.
 

killjoy64

L1: Registered
Jul 16, 2017
9
0
I have found a few plugins to get around that issue, but to test it i need a working navigation :/
 

Freyja

aa
Jul 31, 2009
2,994
5,813
You need to use nav_mark_walkable in each stage (and other disconnected play areas). The nav generate algorithm "fills" out from these.
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
You might still get the odd places that don't get nav meshed due to map setup messing with the generator so be sure to go around the map with nav_edit 1 to ensure that all of the playable area has nav mesh (and to fix some of them because nav_generate can be really sloppy with its job)
 

henke37

aa
Sep 23, 2011
2,075
515
In particular, I find that it has issues with drops. Both missing to add them and thinking that they are bidirectional.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Bots won't try to climb jumps higher than 64hu, so it doesn't matter if a large drop is bidirectional as bots will still treat it as unidirectional.
 

killjoy64

L1: Registered
Jul 16, 2017
9
0
so i tried again using the nav_mark_walkable in multiple areas on each stage, however when it generates, only the navigation on the current stage actually generates and nothing is showing on the other stages with nav_edit 1
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
Did you have nav_edit 1 before using mark_walkable
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
did you set nav_mark_walkable for every stage and then use nav_generate

or did you set nav_mark_walkable for one, nav_generate, then repeat the process on another stage
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
595
1,191
did you set nav_mark_walkable for every stage and then use nav_generate

or did you set nav_mark_walkable for one, nav_generate, then repeat the process on another stage

If you're doing the latter use nav_generate_incremental instead.
 

Heili

L3: Member
Jul 21, 2016
114
59
You noclip to each stage and generate with nav_generate_incremental after marking nav_mark_walkable. You might want to change the nav_generate_incremental_range higher than default to cover the whole stage.
Even after following these steps, this is the best case scenario:
sniper_v_sniper.jpg

bots don't work on PLR by the way. You could try Sourcemod improved bot plugins, but you're on your own for that.