Garry's Mod

Garry's Mod

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Nodegraph Editor+
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Content Type: Addon
Addon Type: Tool
Addon Tags: Build
File Size
Posted
Updated
109.900 KB
Dec 18, 2024 @ 11:08pm
May 2 @ 9:16am
8 Change Notes ( view )

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Nodegraph Editor+

Description
The most feature complete Nodegraph Editor existed on the workshop, yet.

Overview
Nodegraph Editor+ is a fork of Exbo's Nodegraph Editor. It is a tool to modify a map's nodegraph without the need to recompile the map. It introduces many new features to help users creating nodegraph for their map more faster and efficient.

Feature Highlights
  • Comprehensive Nodegraph Generation: Inspired by SMOD's "nav_converttoainode" console command feature, this tool allows for almost complete nodegraph generation, including Air Nodes and Jump Links. With just one click, you can fully node a map that has a complete Navmesh. A simple generate and save process is usually sufficient to fully node small to medium-sized maps without issues. While editing the nodes after generation is recommended, it is not mandatory.
  • Hint Nodes: Easily create any type of hint nodes, export it as JSON, and use it with #INVALID_USER's HintNode Loader.
  • Functional Air Nodes and Climb Nodes: Air Nodes and Climb Nodes created by this tool now works and can be used by NPCs that supports it.
  • Adjustable Hull Types: Easily manage which NPCs with a specific hull type can use the node link through a simple interface.
  • Jump Links: NPCs that supports it can use these links to jump from one node to another.
  • Fullbright Nodes: The visibility of all nodes is no longer affected by the map's lighting.
  • Automatic Yaw Adjustment: No need to adjust the yaw angle each time you place Climb Nodes. Just place and connect.
  • Node Projection: Automatically generated links between nodes are less likely to overlap, resulting in cleaner links.
  • Step Check: Previously known as "Staircase Check", this feature automatically checks if a link to another node is reachable by NPCs without additional assistance.
  • Create Nodeable Map: This feature detects if the map has a built-in .ain file in the BSP and optionally modifies the BSP for you.
  • Bounding Box for Link Visibility Check: Instead of using a simple line, this feature uses a bounding box to check link visibility, resulting in fewer stuck NPCs and better link results.
  • Node Height Offset: Easier node creation on displacements by floating the node slightly to be able to generate links on their own, which means less manual linking. This feature only works for Ground nodes.
  • Snap Nodes to the Ground: Easily reposition all nodes to the ground without manually replacing them. This feature only works for Ground nodes.

And there is more! See for yourself.
Note: Almost all features are optional and can be turned on or off.

Usage
Here's a brief step-by-step guide on how to use this tool:
  1. Create a nodegraph for the map. You can either generate it or manually create one. After finishing, make sure to save your nodegraph.
  2. Go to your Garry's Mod "garrysmod\data\nodegraph" directory and rename the extension of the map's nodegraph file from ".txt" to ".ain". For example, rename "cs_office.txt" to "cs_office.ain".
  3. Copy the nodegraph file and paste it into your Garry's Mod "garrysmod\maps\graphs" directory.
  4. Load up the map, and you should see your NPCs moving throughout the map following the nodes you have created.

Incompatibilities
This addon is incompatible with any other Nodegraph Editor addons on the workshop.

Known Issues
  • Automatic node generation may as good as it sounds, it is not perfect. Always check your nodegraph!
  • If the game becomes laggy, increase the think delay or disable functions with "slow" tags.

Credits
Special thanks to these awesome people below. This addon wouldn't exist without them.
Popular Discussions View All (3)
27
Jan 26 @ 7:33pm
PINNED: Bug Reports
TheBlackVoid
2
Mar 14 @ 2:07am
Making an AI Node workshop addon for a map that isn't nodeable?
Gustavo
2
Dec 22, 2024 @ 10:02am
This is a revolutionary mod.
Gordon-Morgan !
103 Comments
TheBlackVoid  [author] Apr 28 @ 2:45am 
The function to check if the map is nodeable or not is kinda weird, it was working perfectly fine a while ago, I don't know if it has been broken like that since the fork or by gmod updates, I haven't touched anything related to it. Personally, I barely used the feature.

Anyways, you may want to click that 'Create Nodeable Map' button in the tool menu, then go to your data\maps directory in your gmod, then rename the map's extension from .dat to .bsp, and then replace the original map .bsp from the data\maps .bsp you've just created. The nodes you created should work properly now.
小卡齐娜3095 Apr 27 @ 9:20am 
Do anyone got a problem is when you finished the node creation and you already placed in to the file location? When you enter the map that ai nodes you create he show up a word call This map is not nodeable because an ain file is packed in the BSP map file. I don't know does anyone also got that problem not? I do also hope someone could explain to me ?
pessifan55 Apr 24 @ 5:44am 
yeah i tested it and the issue is still there
TheBlackVoid  [author] Apr 23 @ 8:50am 
Sure.
pessifan55 Apr 23 @ 8:45am 
Ima add you tomorrow or later if the issue is still there
pessifan55 Apr 23 @ 8:43am 
I don't have addon that change modif npc behaviour, I do have npc base addon like vjbase and zbase but I'ma test that later, btw hint nodes do work I just forgot to move json file to graph folder
TheBlackVoid  [author] Apr 23 @ 6:50am 
I assume the node link colors are correct, this is very strange. Maybe you got an addon that changes the way NPCs do pathfinding? Try disabling all of your addons. If you want, you can add me and send the .ain file so I can look into it.
pessifan55 Apr 23 @ 6:12am 
all the node seems to be there? did i miss something that the npc didn't perfom as it should?
TheBlackVoid  [author] Apr 23 @ 1:59am 
Recheck your nodegraph links by entering the command "ai_show_connect_fly" in your console. Air node links should appear light blue, and climb node links purple. About the disappearing hint node issue, it was resolved in the latest update.
pessifan55 Apr 22 @ 9:52pm 
idk if its me but air and climb node literally not working, fast zombie should've climb instead they just walk bumping to wall and regular hl2 air npcs should've room around instead it just stand there hovering (same issue with strider node), i thought i did something wrong by not applying hint nodes, but i heard there's a bug that hint node revert back to regular nodes when saving?