Garry's Mod

Garry's Mod

Navmesh Optimizer
480 Comments
△◠◡⟁◠◡▽ 25 Aug @ 1:00pm 
hai strawWagon :]
Freef 22 Aug @ 8:58am 
I absolutely love this addon. Great work!
Ethosaur 11 Aug @ 9:01pm 
Thanks :DS_Upgrade:
StrawWagen  [author] 11 Aug @ 8:45pm 
dude, you make awesome maps
thank u bro, glad i could help
:steamhappy:
Ethosaur 11 Aug @ 3:43pm 
This has saved me so much time for my big maps,thank you :steamhappy:
Arckonte 10 Aug @ 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 30 Jul @ 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 28 Jul @ 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] 28 Jul @ 11:50am 
generate cheap places one round of seeds, expanded never stops placing them until it's tried everywhere
shackledlee 28 Jul @ 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 26 Jul @ 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 26 Jul @ 4:59am 
Do I have to restart the map after saving the navmesh/ running "nav_generate_cheap_expanded"?
ColdCristal 1 Jul @ 8:38am 
crash.
SCP 15 Jun @ 12:29am 
how do i remove the crosshair thing
StrawWagen  [author] 10 Jun @ 1:25am 
Cool idea tbh
Arctic0ne 9 Jun @ 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] 9 Jun @ 1:47pm 
nav_save in console
jkow12 9 Jun @ 12:21pm 
how do i save the navmesh
StrawWagen  [author] 2 Jun @ 2:59pm 
Yes :steamhappy:
As long as you save it :)
ImGonnaFlySomePlanes 2 Jun @ 2:16pm 
if i make a navmesh to my map,it will be permanent?
Nesigmohka1 22 May @ 5:54am 
HIM
StrawWagen  [author] 19 May @ 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 19 May @ 3:37pm 
No matter what I do it always says that the navmesh I create is cheap lol
StrawWagen  [author] 16 May @ 9:18pm 
Could maybe do it in the future
DeliciousProlapseJuice 16 May @ 9:12pm 
why not? :gorlak:
StrawWagen  [author] 16 May @ 5:57pm 
no :(
DeliciousProlapseJuice 16 May @ 5:50pm 
is there a way to automatically navmesh on map start
Cthulhu903 13 May @ 8:01am 
Thank you BecQuerell!
BecQuerell 7 May @ 7:50pm 
Both of ya are going to want to type NAV_EDIT 0 in console to remove the lines after generation
Cthulhu903 7 May @ 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
niguez  2 May @ 8:38pm 
how to hide the line after mesh have been generated ?
minty 30 Apr @ 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 26 Apr @ 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 26 Apr @ 6:44pm 
This doesn't help much but here is the link to the addon it is bundled with: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=226458619

The specific map this happens on is gm_tornado_village (both versions of the map)
StrawWagen  [author] 26 Apr @ 6:30pm 
Put a link to a map this happens on?
minty 26 Apr @ 6:26pm 
Incase you aren't aware of this: there is an issue with nav_generate_cheap_expanded that kind of annoys me, basically, when using the command on a really large map with displacements, it does the usual generating, but when it's finished, it usually leaves HUGE gaps in the navmesh that somehow go undetected, I don't know if it's intentional or not but it really annoys me for some reason lol (I don't want to run the command twice to patch gaps lol. Yes, I know, I'm impatient :D)
StrawWagen  [author] 26 Apr @ 1:56pm 
Yes, generates really quick and progress is saved if the game crashes halfway through
CheeseBalls87 26 Apr @ 11:42am 
Is nav_generate_cheap_expanded better than normal generating?
ShrekIsLoveShrekIsLife99 19 Apr @ 7:42am 
how do i hide the squares
RenegadeRon458 13 Apr @ 10:56am 
does it work with any Modded NPC?
mrgmrr 9 Apr @ 7:53pm 
I love you
StrawWagen  [author] 9 Apr @ 2:42pm 
Shoudn't do that on dedi servers anymore
StrawWagen  [author] 8 Apr @ 11:01am 
:steamsad:
Sexdarva (Ciel) 8 Apr @ 9:57am 
Here what it says

Globalmerging... & finishing with a nav_analyze
Originally cheap navmesh detected. Will nav_analyze cheap...
navmesh_override_expensive to override.
UTIL_GetListenServerHost() called from a dedicated server or single-player game.
StrawWagen  [author] 8 Apr @ 9:43am 
Try globalmerging again, it will say if it's as merged as possible
indeepj 8 Apr @ 9:36am 
nav_edit 1? or spawning a nextbot to see if it 'feels faster'
Sexdarva (Ciel) 8 Apr @ 9:08am 
How do I check if it worked ?
Sexdarva (Ciel) 8 Apr @ 9:06am 
I did it and it restarted the server
StrawWagen  [author] 8 Apr @ 8:55am 
No wtf??? Not normal, try
nav_edit 1;nav_analyze
I think there's a bug
Sexdarva (Ciel) 7 Apr @ 11:59pm 
Is it normal ?