Garry's Mod

Garry's Mod

Navmesh Optimizer
496 Comments
Britso Dec 1 @ 10:35pm 
Nevermind I was searching for ai nodes I am so dumb
Britso Dec 1 @ 10:15pm 
Im a new to this, why wont the npcs walk after i did "navmesh_globalmerge_auto" and "nav_generate_cheap_expanded" is there something wrong I did?
Deadmau5UltraAnimals Nov 30 @ 12:11pm 
so many maps on gmod are just BADDDDDly optimised. this at least lets me run them using navmesh_globalmerge_auto
MisterTwister Nov 24 @ 9:56pm 
I'm also a BIG fan of the Terminator Addon.
MisterTwister Nov 24 @ 9:56pm 
I'm very glad to learn that saving the navmesh does what I want!!
MisterTwister Nov 24 @ 9:55pm 
Thank you so much BecQuerell!!! :steamhappy:
Milkyway22 Nov 21 @ 1:14am 
i wont lie i feel like it would be super useful if we had something thats like "navmesh_trim_deepunderwater_areas" but for like anywhere even if there isnt water so if you got like a tall map or something or just a detailed map that has alot happening below it. you could just use this hypothetical command to remove the lingering navmeshs that are being pesky.
PixelTheCollie ΘΔ Nov 15 @ 12:17am 
Okay. will this break anything and even if not using npcs will it still help with lag???
also is this thing always on or do i gotta run it? sorry if im dumb. thanks
󠀡󠀡mormorsanka Nov 13 @ 12:05pm 
Could you make so npc can walke into a vent?
Ozcar Oct 28 @ 6:27pm 
Isn't there a command that can remove the nav areas that aren't supposed to be there (like the blocked area)?
Roddler Oct 22 @ 3:05pm 
nav_mark_walkble_auto doesn't mark anything on some maps
Davidbr4zuc4 Oct 15 @ 7:02pm 
crashes some maps
StrawWagen  [author] Oct 13 @ 8:08pm 
Not automatic
ThePickledOne Oct 13 @ 7:10pm 
does it optimize automatically or do you have to run the command?
¬_IDFK_~ Sep 29 @ 6:01am 
So with regular command, you need to save it to make sure it isn't deleted (I think), so will this save on the map on it's own or what?
NOOB Sep 27 @ 7:22am 
how do I turn off the scannner after using "nav_generate_cheap_expanded"?
crazy eights Aug 25 @ 1:00pm 
hai strawWagon :]
Freef Aug 22 @ 8:58am 
I absolutely love this addon. Great work!
Ethosaur Aug 11 @ 9:01pm 
Thanks :DS_Upgrade:
StrawWagen  [author] Aug 11 @ 8:45pm 
dude, you make awesome maps
thank u bro, glad i could help
:steamhappy:
Ethosaur Aug 11 @ 3:43pm 
This has saved me so much time for my big maps,thank you :steamhappy:
Arckonte Aug 10 @ 1:00pm 
I'm a bit new to this; does the optimized navmesh stay with the map or do I have to execute the command in console every time I boot up the map?
坤坤国王 Jul 30 @ 7:40pm 
Some of the map team NPCs are too far away and won't follow me. Is this due to the so-called "grid navigation" issue? Can your mod fix this?
shackledlee Jul 28 @ 3:05pm 
ah, thanks. not sure if this increases the generation speed but atleast this way (i hope) it does not generate out of bounds as often
StrawWagen  [author] Jul 28 @ 11:50am 
generate cheap places one round of seeds, expanded never stops placing them until it's tried everywhere
shackledlee Jul 28 @ 10:57am 
even after reading the changelog and a bit of the code, i still dont really understand the difference between nav_generate_cheap_expanded and nav_generate_cheap. because funnily enough, when playing on a map with a "teleport lobby" (examples are gm_mobenix, rp_amsterville and a lot of maps made by RileySV as he tends to use this so called lobby i am talking about). when using nav_generate only the lobby gets filled with navmesh, making the process INCREDIBLY fast, but of course the main map is just ignored completely, meanwhile nav_generate_cheap DOES include the main map, even if i never included a nav_mark_walkable in that area. so how does it work? does is still place some seeds? i assume a lot less entities than nav_generate_cheap_expanded but in the end, it did generate on the whole map and i havent placed a single mark walkable.
BecQuerell Jul 26 @ 9:22am 
@LSD Dreamer, NAH you just have to restart the map when using "navmesh_globalmerge_auto" after making a navmesh. But it will do it automatically
LSD Dreamer Jul 26 @ 4:59am 
Do I have to restart the map after saving the navmesh/ running "nav_generate_cheap_expanded"?
beta-esque Jul 1 @ 8:38am 
crash.
SCP Jun 15 @ 12:29am 
how do i remove the crosshair thing
StrawWagen  [author] Jun 10 @ 1:25am 
Cool idea tbh
Arctic0ne Jun 9 @ 11:45pm 
is it possible to implement a convar to delete navmeshes that are placed on nodraws, toolsskybox and toolsskybox2d textures? that'd come in handy but i understand if it isn't.
StrawWagen  [author] Jun 9 @ 1:47pm 
nav_save in console
jkow12 Jun 9 @ 12:21pm 
how do i save the navmesh
StrawWagen  [author] Jun 2 @ 2:59pm 
Yes :steamhappy:
As long as you save it :)
Langosta En La Sarten Jun 2 @ 2:16pm 
if i make a navmesh to my map,it will be permanent?
Nesigmohka1 May 22 @ 5:54am 
HIM
StrawWagen  [author] May 19 @ 3:39pm 
nav_edit_1;nav_max_view_distance 6000;nav_analyze
will make an expensive navmesh

all view data is nuked by the engine whenever an area is added and maybe removed? so edited navmeshes are made cheap by the engine
Cultist ⁧⁧ ඞ May 19 @ 3:37pm 
No matter what I do it always says that the navmesh I create is cheap lol
StrawWagen  [author] May 16 @ 9:18pm 
Could maybe do it in the future
DeliciousProlapseJuice May 16 @ 9:12pm 
why not? :gorlak:
StrawWagen  [author] May 16 @ 5:57pm 
no :(
DeliciousProlapseJuice May 16 @ 5:50pm 
is there a way to automatically navmesh on map start
Cthulhu903 May 13 @ 8:01am 
Thank you BecQuerell!
BecQuerell May 7 @ 7:50pm 
Both of ya are going to want to type NAV_EDIT 0 in console to remove the lines after generation
Cthulhu903 May 7 @ 4:20pm 
I would have the same question as xdd  , but I appreciate this addon so much right now. I can generate navmeshs with this in a professional way. :3
niguez666  May 2 @ 8:38pm 
how to hide the line after mesh have been generated ?
minty Apr 30 @ 12:26pm 
(I know I'm kind of spamming but I wanted to mention this)
This "huge gap" issue seems to only happen on large, flat areas on the map
I have seen nav_generate_cheap_expanded really struggle with large flat open areas
I don't know why the issue exists though (it might originate from how the command even works)
minty Apr 26 @ 6:52pm 
I can also try to give you a screenshot if that helps
however, I'm not sure if I removed the navmesh or not from the map (I find it satisfying to generate navmeshes, which is why I delete them and regenerate them a lot)
minty Apr 26 @ 6:44pm 
This doesn't help much but here is the link to the addon it is bundled with: https://steamcommunity.com/sharedfiles/filedetails/?id=226458619

The specific map this happens on is gm_tornado_village (both versions of the map)