Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://www.youtube.com/watch?v=INQOXEo73o8
It can be fixed by creating an area as shown in this image:[imgur.com] Easiest way to make it in the current version of the map would be to set nav_snap_to_grid 1, nav_begin_area over the corner in the second image, then use nav_end_area on the corner in the third. After that, use nav_analyze to redo the mesh analysis before packing it up.
I havent dig into doing proper nav yet, i just autocreated one for bots sake. I will tune that along with the map when i have layout locked in so i dont have to redo the nav properly twice. Thanks.