Garry's Mod

Garry's Mod

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Navmesh Optimizer
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Content Type: Addon
Addon Type: Tool
Addon Tags: Fun
File Size
Posted
Updated
110.712 KB
21 Oct, 2022 @ 6:03pm
22 Jul @ 4:13pm
67 Change Notes ( view )

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Navmesh Optimizer

In 3 collections by StrawWagen
My Bigger Projects
30 items
[CFC] Hunter's Glee
378 items
[CFC] Map Sweepers
95 items
Description
Optimises navmeshes by finding and merging neighbouring areas.
On big maps, this can mean tens of thousands of navareas merged.

(And MUCH more!)


As you can imagine...
You will have much less lag running nextbots on an optimized navmesh.



HOW TO USE?

If you just want to optimise a navmesh, run...
navmesh_globalmerge_auto
This command will automatically run the merging process, losing all of the precalculated visibility data between merged areas and their neighbours. To fix this, a nav_analyze will be run when the merging process is over.
This will start the dreaded "calculating navmesh visibility..." and as you can imagine, will take a very long time.
Once the nav_analyze finishes, the optimized navmesh will automatically save, and your session will restart!
After letting this command run it's course, a map's navmesh will be ready to share.

Expect area count reduction of 20-50%



Some extras!

Nigh-INSTANT navmesh generation ( with 1000% less crashing! )
nav_generate_cheap_expanded
Incrementally generates a navmesh, dynamically places seed locations in walkable areas across the map. Navareas will cover the entire map, rooftops, inacessible areas, sometimes even the skybox.
Basically a 'Nuclear Option'.


This will never really "miss" a spot, like the default generator always, always does, but expect to have to cut corners after it's done generating! ( or at least, if you need a truly, "polished" result... )


nav_generate_cheap_plyseeds
Clone of the above, nav_generate_cheap_expanded. Inital seeds are only placed under players


navmesh_ischeap
Tells you if a map's navmesh is "cheap" or not.


nav_mark_walkble_auto
Places generation seeds under every spawnpoint, door, teleporter exit, ladder dismount point.
This is automatically used by generate_expanded.
nav_mark_walkble_allplayers
Places seed positions under every player's feet.
I added this because nav_mark_walkable doesn't work in dedicated servers.

navmesh_trim_displacement_areas
Goes through the entire navmesh, and removes tiny areas with >3 connections that are on displacements.
Best used after globalmerge_auto. Leaves small holes in the navmesh, but on huuuge maps with lots of displacements this can probably help with nextbot lag while losing very little of real importance.

navmesh_trim_deepunderwater_areas
Removes areas under water that is X or more units deep.
Default 350 units deep.

navmesh_delete_allareas
Helper func, removes all areas.


Ladders!
navmesh_ladderusable_build
Creates a navmesh ladder on top of the nearest func_useableladder.

navmesh_ladder_buildmanual
Create a navmesh ladder anywhere.

navmesh_ladder_buildmanual_snap
Like navmesh_ladderusable_build, but allows for the changing of JUST the height of the top/bottom

navmesh_ladderusable_showall
navmesh_ladderusable_tp
Helper funcs for finding func_usableladder(s)


Happy navmeshing!


Extras

GLua Globals ( for addon developers! )
isCheap = getNavmeshIsCheap()
Returns true if the map's navmesh is cheap!

isCorrupt, corruptedRatio, corruptedAreas = navmeshIsCorrupted()
Returns true if >25% of the map's navareas are outside of the playable space, or high up off the ground.
Can happen if, for example, a navmesh was generated for a map with the same name as the current one.

validMerge, mergedSurfacearea, createdArea = navmeshAttemptMerge( area1, area2 )
Attempts a navmesh merge between two areas!
( in my experience, can crash sessions if nextbots are spawned & pathing when this is ran )

validMerge, mergedSurfacearea, createdArea = navmeshAutoAttemptMerge( navArea )
Automatically runs navmeshAttemptMerge beween navArea and every one of it's neighbors.

Hooks:
navoptimizer_done_gencheapexpanded
Ran when nav_generate_cheap_expanded/plyseeds is finished.
navoptimizer_done_globalmerge
Ran when the globalmerge commands are finished.

+Hooks that expose the seed position tables for modification
( Ctrl-f in the code, examples are next to every hook, )



& Finally..
Github [github.com]
Some related reading... Hunter's Glee
Popular Discussions View All (6)
68
31 May, 2024 @ 12:22pm
Report Issues Here
Zeb
5
27 Feb, 2024 @ 8:46am
questions
Pyxel Perfect
1
9 Nov, 2022 @ 10:58am
Before I get this, one question.
⭒sirconcept⭒
474 Comments
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.