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[Code] Parsing NAV Files


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API
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Join Date: May 2006
Old 03-19-2013 , 21:28   [Code] Parsing NAV Files
Reply With Quote #1

Hey guys,

Been a while since I've been able to provide something cool to the community, so without further delay I will show you how to parse the navigation mesh for source maps.

If you are wondering why someone would want to parse the navigation mesh, it contains graphed information about walkable areas of the level. It also provides a means to connect these areas together, connect ladders to walkable areas, mark hiding spots within these areas, sniper spots within these areas, encounter areas with T distance, and likely other data I have yet to uncover.

I plan to update this article and the files attached with the article as I figure out anything new. I have a feeling that the "unk01" value inside NavMeshArea is actually something to do with Sniper Spots (since I don't recall mapping that data yet)

My hope is that someone (*cough* Necavi) will take this information and give it some life in the SourcePawn context. It could be the beginning of some incredible innovations.

Github: https://github.com/AnthonyIacono/War...ree/master/Nav
Attached Files
File Type: zip NavMeshLoader.zip (20.8 KB, 516 views)
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Last edited by API; 04-05-2013 at 20:28.
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TnTSCS
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Old 03-20-2013 , 00:16   Re: [Code] Parsing NAV Files
Reply With Quote #2

I agree This will open a lot of doors for other stuff.
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Fearts
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Old 03-20-2013 , 00:24   Re: [Code] Parsing NAV Files
Reply With Quote #3

This seems very interesting.
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necavi
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Old 03-20-2013 , 00:36   Re: [Code] Parsing NAV Files
Reply With Quote #4

I'll probably start porting it tonight.

Last edited by necavi; 03-20-2013 at 00:37.
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API
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Old 03-20-2013 , 00:37   Re: [Code] Parsing NAV Files
Reply With Quote #5

Quote:
Originally Posted by TnTSCS View Post
I agree This will open a lot of doors for other stuff.
One thing that came to mind was generating random yet safe spawnpoints for deathmatch servers when a map hasn't been configured. The NAV gives you hiding spots so you could spawn them in places that are considered discreet.
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Old 03-20-2013 , 09:43   Re: [Code] Parsing NAV Files
Reply With Quote #6

that was my initial use case as well. Like how CS:GO is doing it with their DM mode.
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Powerlord
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Old 03-21-2013 , 09:59   Re: [Code] Parsing NAV Files
Reply With Quote #7

The only use I can see for this would be to change things on the fly. Otherwise, it'd just be better to use the in-game nav editor to update it.
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Old 03-21-2013 , 10:08   Re: [Code] Parsing NAV Files
Reply With Quote #8

Powerlord - nah, I wouldn't use this to edit a .nav file - just use it to find and use spots defined in the .nav file.
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API
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Old 03-21-2013 , 12:06   Re: [Code] Parsing NAV Files
Reply With Quote #9

Quote:
Powerlord - nah, I wouldn't use this to edit a .nav file - just use it to find and use spots defined in the .nav file.
Exactly. This wouldn't be useful for editing.
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NoFaTe
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Old 03-24-2013 , 05:53   Re: [Code] Parsing NAV Files
Reply With Quote #10

It would be nice to see what people manage to do with this as it opens the way to a ton of new cool stuff.
Also, glad I could help (in a manner). ;)
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