- Oct 24, 2017
- 8
- 1
Hello TF2Maps community!
A friend of mine decided to make a payload map a while ago and I chose to test it out with bots for 'balance'. I know a bit about how navmeshes work and I know that I shouldn't use bots for testing map balancing and stuff like that, but I enjoy working with bots... so I took up the task of creating an official navmesh for the map.
Now, there's those vertical green/purple lines that appear at walls and corners. From enough searching, I think that the green vertical lines represent map-made corners (at least as best as possible) and the purple vertical lines indicate a flat section of a wall, a part where a bot can freely press itself against. Correct me if I'm wrong.
Now, here is the question: Is it possible to force a wall navmesh (purple vertical line) into a corner navmesh (green vertical line) without editing the map itself? The bots are not intelligent enough to pass by this supply cabinet (they get stuck on the left-hand side of the cabinet):
There's another cabinet on the left side of the window, but the vast majority of bots go this way so I can't tell if the same issue occurs.
I've tried manually remaking the navmesh several times. I tried removing the navmesh located in the cabinet (shown in the photo) [no special effect], removed all the navmeshes in the room [the usual; standing still], checked the wall for connected navmeshes [there's none], did minuscule nav_generate_incremental generation in the room [no special effect other than taking a long time to do it all], added nav_avoid logics [didn't help], and removing higher-than-the-floor navmeshes from the other wide of the wall (there's a crate that had a navmesh on it) [no difference].
I feel like the only possible solutions are to actually change the green/purple vertical lines by force logics, move the supply cabinet or add an invisible wall. The latter two are definitely not what I want as a solution, but if they are the only choice I will abide by it.
Also I'm unsure if this is related, but the default navmesh for Dustbowl has a similar effect; if BLU captures the first point at stage two and doesn't have enough momentum to capture the second point, the bots get shoved in the right-hand supply cabinet room. I don't think they're related via supply cabinet-wise.
I should mention that I have no knowledge how to use Hammer. I make all navmeshes in-game unless that's the only way to make them. I will relay any information related to map-editing over to my friend, if need be.
If there is a completely different solution I'm missing, feel free to share it! I'm completely open to suggestions that are different than what I think are the only ways to fix this problem.
If you could help me with this issue that would mean a lot to me and my friend. I would also like to thank you in advance if you have an answer!
Also I apologize if the tags are bare/incorrect.
A friend of mine decided to make a payload map a while ago and I chose to test it out with bots for 'balance'. I know a bit about how navmeshes work and I know that I shouldn't use bots for testing map balancing and stuff like that, but I enjoy working with bots... so I took up the task of creating an official navmesh for the map.
Now, there's those vertical green/purple lines that appear at walls and corners. From enough searching, I think that the green vertical lines represent map-made corners (at least as best as possible) and the purple vertical lines indicate a flat section of a wall, a part where a bot can freely press itself against. Correct me if I'm wrong.
Now, here is the question: Is it possible to force a wall navmesh (purple vertical line) into a corner navmesh (green vertical line) without editing the map itself? The bots are not intelligent enough to pass by this supply cabinet (they get stuck on the left-hand side of the cabinet):
There's another cabinet on the left side of the window, but the vast majority of bots go this way so I can't tell if the same issue occurs.
I've tried manually remaking the navmesh several times. I tried removing the navmesh located in the cabinet (shown in the photo) [no special effect], removed all the navmeshes in the room [the usual; standing still], checked the wall for connected navmeshes [there's none], did minuscule nav_generate_incremental generation in the room [no special effect other than taking a long time to do it all], added nav_avoid logics [didn't help], and removing higher-than-the-floor navmeshes from the other wide of the wall (there's a crate that had a navmesh on it) [no difference].
I feel like the only possible solutions are to actually change the green/purple vertical lines by force logics, move the supply cabinet or add an invisible wall. The latter two are definitely not what I want as a solution, but if they are the only choice I will abide by it.
Also I'm unsure if this is related, but the default navmesh for Dustbowl has a similar effect; if BLU captures the first point at stage two and doesn't have enough momentum to capture the second point, the bots get shoved in the right-hand supply cabinet room. I don't think they're related via supply cabinet-wise.
I should mention that I have no knowledge how to use Hammer. I make all navmeshes in-game unless that's the only way to make them. I will relay any information related to map-editing over to my friend, if need be.
If there is a completely different solution I'm missing, feel free to share it! I'm completely open to suggestions that are different than what I think are the only ways to fix this problem.
If you could help me with this issue that would mean a lot to me and my friend. I would also like to thank you in advance if you have an answer!
Also I apologize if the tags are bare/incorrect.