Garry's Mod

Garry's Mod

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Galactipod Apr 6, 2019 @ 2:05pm
Nav generation takes a very long time.
I know that nav_generate can take a while, but it's been an hour now and it's still generating. I haven't unpaused the game or anything. In fact, I couldn't even if I wanted to, as the game has frozen.

I went to a flat part of the map, executed nav_mark_walkable, then did nav_generate. Am I doing it wrong?
Last edited by Galactipod; Apr 6, 2019 @ 2:07pm
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Showing 1-6 of 6 comments
lorjason34 Apr 6, 2019 @ 7:32pm 
No, that's suppose to happen. It depends on how large the map is. If you were to do it in gm_paranormal, it would take around 2 minutes or something. If you were to do it in gm_bigcity, it would take around an hour or something. After that, the game has to recognize it and then add it to the map so that it can work.
It may also depend on where you marked you nav_mark_walkable entity. Since you stated it was on a flat part of the map, as long as the clipping of the map is consistent and the map is optimized, you should be getting a fast nav_generate time.
Galactipod Apr 14, 2019 @ 2:56pm 
Originally posted by lorjason34:
It depends on how large the map is. If you were to do it in gm_paranormal, it would take around 2 minutes or something. If you were to do it in gm_bigcity, it would take around an hour or something.
This is on rp_1944berlin. Kind of large, but not huge.
lorjason34 Apr 14, 2019 @ 7:42pm 
Now for this one, this is a big map. For a start, I recommend you put your nav_mark_walkable to any bridge, and then generate nav mesh. I doubt the borders are clipped, so expect much more under the map if there is a bottom.
Chia Aug 27, 2022 @ 6:10pm 
what if i were to use nav_generate on gm_tornado_alley?
Galactipod Aug 29, 2022 @ 3:15pm 
Originally posted by Apple Apple Chia:
what if i were to use nav_generate on gm_tornado_alley?
Necro
Last edited by Galactipod; Aug 29, 2022 @ 3:15pm
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Date Posted: Apr 6, 2019 @ 2:05pm
Posts: 6