Garry's Mod

Garry's Mod

29 ratings
Nodegraph Editor Ex Version
   
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Content Type: Addon
Addon Type: Tool
Addon Tags: Build
File Size
Posted
Updated
152.169 KB
15 Jul, 2023 @ 6:22am
4 Aug, 2023 @ 11:07pm
4 Change Notes ( view )

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Nodegraph Editor Ex Version

Description
Note: THIS ADDON IS NOT UPDATING ANYMORE
You may want this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3387089606


Original addon :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=104487190

Nodegraph Editor improved by Exbo

Version 1.01
+Add a "Remove All Door" button in the panel, removes all func_door prop_door func_door_rotating prop_door_rotating and func_brush
*Improved "Create nodeable map" performance to a few seconds. "string.Replace" is working with binary string.

Version 1.00
Main Features:
+ Z offset setting
+ Auto stair/gap detection and setting [1], no need to cancel links anymore!
+ Auto detect unnodeable maps [2], can create nodeable ones by renaming ain file in bsp
Note: Created map should be used privately.
+ Auto detect map version and node version mismatch [3], recreate nodes using earlier txt file.
+ Can fix map with build-in node and link, by setting all node's zone to zero
+ Clear all nodes

Fixing:
* Fixed 'Holster' not working singleplayer [4] causing nodes remained in map.

Issues:
? Currently printing debug infomation in console
? Not tested in multiplayer
? "Create Nodeable Map" may not work on huge map

[1] To use the auto stair/gap detection, set "Max Stair Height" to 17 or 33, set "Stair Check Count" to 10+, making the link to check height "Stair Check Count" times for the difference to be under "Max Stair Height".

[2] There will be notification when selecting this tool in map that contains an <mapname>.ain file in bsp file. "Create Nodeable Map" button then appears to dump the map and renaming ".ain" to ".aix" in the binaries. Map will be dumped into data/maps/<mapname>.bsp.dat . Bat file should be like "copy *.dat ..\..\addons\xxx\maps\*." . Dumping map may take several minutes just wait.

[3] If there is txt file not matching the ain file, mainly because of map updates or bad origin ain file in the addon, "Recreate Nodegraph" button can reload the txt file and fix the map checksum. Make sure to save it again.

[4] Tool is still thinking after 'Holster' was dispatched to client, and cannot be selected when "Deploy" is dispatched to client. Just fixed this with an local var that may not work in multiplayer.
10 Comments
Smelly (Afraid of Women) 26 May @ 3:46pm 
@bluem0nkey
You're better off using the Nodegraph Editor+, it has both the ability to generate nodes as well as the stuff from this mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3387089606
bluem0nkey 26 May @ 2:18pm 
Question: is it possible to generate a nodegraph based on a nav mesh?
Uklejamini 25 Jan @ 12:52am 
Unusable addon. Nodegraph does not appear. Trying to place a node before using restore nodegraph creates a lua error. Prob due to gmod updates
NextKurome76TheSoldier 28 Aug, 2024 @ 9:55am 
[Nodegraph Editor Ex Version] lua/weapons/gmod_tool/stools/nodegrapheditor.lua:431: attempt to index upvalue 'nodegraph' (a nil value)
1. CreateNode - lua/weapons/gmod_tool/stools/nodegrapheditor.lua:431
2. LeftClick - lua/weapons/gmod_tool/stools/nodegrapheditor.lua:409
3. unknown - gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua:234
Soldier 2 Jul, 2024 @ 8:16pm 
Is there a way to force create nodeable map? some unnodeable maps don't make the button pop up at all
Soldier 2 Jul, 2024 @ 10:50am 
Check link visibility is extremely laggy
Lombaxtard 31 Oct, 2023 @ 9:03pm 
Would be cool to have an option to "remove all nodes", because sometimes maps are noded but so poorly in fact, that it's easier and much more efficient to node them from scratch
However, this requires manually removing hundreds of nodes by hand first
Smelly (Afraid of Women) 14 Sep, 2023 @ 1:59pm 
Hey uhm, could you please explain to me how the "Create nodeable map" feature works? I can't find any button related to it in the tool's menu. Also, the air and climb nodes aswell as the jump hints don't seem to work at all, they all get recognized as ground nodes as it is the case with all nodegraph editor tools. I have heard somewhere that it is extremely difficult if not impossible to make the other node types work through LUA coding, if that's the case you might aswell remove the option to place them outright so people don't get confused
jeffmc123101 20 Aug, 2023 @ 5:13pm 
question: do i have to mess around with map files to get the nodes to work? or is it just a "place the node here and it works" type of thing?
tree_on_fire 15 Jul, 2023 @ 7:52am 
ooo