Spawn area of map not being picked up by nav mesh

Naleksuh

L1: Registered
Nov 10, 2019
10
1
So far, I have created a custom version of badlands, this VMF was from the source sdk, so no rants about decompiling please :). In it, I am attempting to generate a nav mesh for the map. Whilest almost all areas of the map are being picked up by the nav generation, the blue team's spawn area is not.
upload_2020-4-23_12-46-52.png


To put down some background, the lower spawn exits have been removed in this map, leaving the blue team only able to exit from the top areas.
upload_2020-4-23_12-49-39.png


Has the removal of these lower exits caused the map to be unable to detect the top area as walkable space? Is there anything I can do in Hammer to allow it to be detected as walkable space, via bot-hint entites or something?

File for this map has been attatched.
If you have questions or additional clarification, please let me know! :)
 

Pinsplash

bad bad bad
May 8, 2016
156
71
That's exactly it: the map started generating at the middle and it can't find a way up into blu's base. Point your crosshair somewhere in blu's base, use the command nav_mark_walkable, then nav_generate again.
 

Naleksuh

L1: Registered
Nov 10, 2019
10
1
That's exactly it: the map started generating at the middle and it can't find a way up into blu's base. Point your crosshair somewhere in blu's base, use the command nav_mark_walkable, then nav_generate again.
Yea, although I was expecting the solution to be through hammer and not nav generation (hence why I asked on tf2maps), this was infact the answer. Thanks man.
 

Naleksuh

L1: Registered
Nov 10, 2019
10
1
Is it not possible to define such areas and edits through Hammer at all? Tired of every time I make the tiniest little change to my map the nav mesh comes out of date, not a big deal usually, but with edits, you must re-make the edits every time.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
The idea is not to generate nav each time you change something. You can edit existing nav and create additional areas to it. Its versatile system and while hammer has some functionality related to this, generating nav ingame is the only way to do it properly.

So to save trouble, generate nav only at later stages. Unless you need bots.
 

Naleksuh

L1: Registered
Nov 10, 2019
10
1
Nah, the entire idea of the map revolves around bot's usage. So I need to change part of the nav here, change part of the map there......

I need to generate a new nav mesh to get a nav mesh for the updated version of the map, as the update makes the old ones outdated. However, any edits I've made will then be undone, causing me to need to re-make them. What is the "functionality related to this" that you mean?