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[TF2] Auto Nav File generator


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Sumsar
SourceMod Donor
Join Date: Jan 2012
Old 04-24-2012 , 11:17   [TF2] Auto Nav File generator
#1

Short Description
This will automatically generate a .Nav file for your maps.
It will generate the .nav file when the server has loaded a new map.

It will not generate a .nav file if you already have one for the specified map.

Cvar(s)
nav_enable 1 = Enable the plugin
nav_enable 0 = Disable the plugin
Attached Files
File Type: smx nav_generator.smx (2.3 KB, 751 views)
File Type: sp Get Plugin or Get Source (nav_generator.sp - 1309 views - 1.1 KB)
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 04-24-2012 , 11:52   Re: [TF2] Auto Nav File generator
#2

Is it better to download map in your own game and generate there ?
Then upload file to server (and fastdownloadurl if it's annoying try download everytime when join server).

When game generate automatically nav file, it could take few seconds or worst, hour.
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ReFlexPoison
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Join Date: Jul 2011
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Old 04-24-2012 , 13:08   Re: [TF2] Auto Nav File generator
#3

Me personally don't find this very necessarily because nowadays, maps (.bsp files) have the navigation files implemented inside of them. This deletes the need to have to download the files separate, usually in my past experiences of map making, speeding up download times. I mean the speed differences are minimal, but when you have many custom sounds, materials, etc... implementing them into one file makes it much cleaner and faster to do.

Overall I do like the idea, however "I" won't use it, but that is just me
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-24-2012 , 13:27   Re: [TF2] Auto Nav File generator
#4

Quote:
Originally Posted by ReFlexPoison View Post
Me personally don't find this very necessarily because nowadays, maps (.bsp files) have the navigation files implemented inside of them.
They do? Since when?

Last time I checked, even Valve's own maps ship with separate .nav files for the game modes that support bots (koth, pl, and a few a/d cp maps):
Code:
rugc@ocrtf2:~/orangebox/tf/maps$ ls -1 *.nav
cp_dustbowl.nav
cp_gorge.nav
cp_manor_event.nav
koth_badlands.nav
koth_lakeside_final.nav
koth_nucleus.nav
koth_sawmill.nav
koth_viaduct_event.nav
koth_viaduct.nav
pl_badwater.nav
pl_barnblitz.nav
pl_goldrush.nav
pl_hoodoo_final.nav
pl_thundermountain.nav
pl_upward.nav
tr_dustbowl.nav
tr_target.nav
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Last edited by Powerlord; 04-24-2012 at 13:30.
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ReFlexPoison
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Old 04-24-2012 , 13:40   Re: [TF2] Auto Nav File generator
#5

Quote:
Originally Posted by Powerlord View Post
They do? Since when?

Last time I checked, even Valve's own maps ship with separate .nav files for the game modes that support bots (koth, pl, and a few a/d cp maps)
I mean custom maps created by people. I don't know, I don't seem to see many separate downloads anymore.

Like I said though, I do like the idea, but I for one wont use it because I'm a fan of combining all custom files into one. (Just seems cleaner to me)
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Dr. McKay
Sir Dr. SourceMod Plugin Approver Esq. Ltd. M.D. PhD
Join Date: Aug 2011
Location: Atlantis
Old 04-24-2012 , 15:22   Re: [TF2] Auto Nav File generator
#6

a. Post in SourceMod Plugins, not SRCDS
b. Don't attach an smx if it compiles on the forums.
c. Doesn't seem very useful imho…
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Sumsar
SourceMod Donor
Join Date: Jan 2012
Old 04-25-2012 , 13:14   Re: [TF2] Auto Nav File generator
#7

I just made this so you don't have to generate them manually for all your maps if you are using bots on your server. This might be more useful for some user than others.
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Sumsar
SourceMod Donor
Join Date: Jan 2012
Old 04-25-2012 , 13:23   Re: [TF2] Auto Nav File generator
#8

Quote:
Originally Posted by Bacardi View Post
Is it better to download map in your own game and generate there ?
.
I think it is better to generate them on your server because if you download the maps and generate them in a local game your computer might get some lag spikes or might be unusable during the time.
I am sorry if I misunderstood you question...

Last edited by Sumsar; 04-25-2012 at 14:35.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 04-25-2012 , 14:27   Re: [TF2] Auto Nav File generator
#9

Quote:
Originally Posted by Sumsar View Post
Personally, I think it is better to generate them on your server because if you do it in tf2 your computer might get some lag spikes or might be unusable during the time.


Quote:
Originally Posted by ReFlexPoison View Post
Like I said though, I do like the idea, but I for one wont use it because I'm a fan of combining all custom files into one. (Just seems cleaner to me)
So you like re-compile others map makers maps ?

Last edited by Bacardi; 04-25-2012 at 14:48.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 04-25-2012 , 17:15   Re: [TF2] Auto Nav File generator
#10

It's probably better to generate navs on your own client so you don't lock up the entire server for the duration of the nav generation.

Also, Reflex, if you're recompiling maps and making them use the same file name as the original map, I will be VERY disappointed.

And it's probably better to keep the nav files separate so they can be updated quickly.

Somebody move this thread to SM Plugins?
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Last edited by FlaminSarge; 04-25-2012 at 17:16.
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