Garry's Mod

Garry's Mod

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Nodegraph Editor+
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Content Type: Addon
Addon Type: Tool
Addon Tags: Build
File Size
Posted
Updated
112.855 KB
18 Dec, 2024 @ 11:08pm
5 Jul @ 3:10am
11 Change Notes ( view )

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Nodegraph Editor+

Description
The most comprehensive Nodegraph Editor to date.

Overview
Nodegraph Editor+ is a fork of Exbo's Nodegraph Editor. It is a tool to modify a map's nodegraph without the need to recompile the map. It introduces many new features to help users creating nodegraph for their map more faster and efficient.

If you're not familiar with nodegraph, they're networks of path points that NPCs (not NextBots) use to navigate throughout the map. For more information, see the Valve Developer Community article on them.

Features
  • 4 Node Types (Ground, Air, Climb, and Hint)
  • 4 Link Types (Ground, Air, Climb, and Jump. The first three are selected automatically according to the node's type)
  • Hint Nodes Support (only can be exported as JSON, they need to be loaded with HintNode Loader)
  • Almost Accurate Nodegraph Information (Zones, and WC Node IDs)
  • Comprehensive Nodegraph Generation (Ground Nodes, Air Nodes, and Jump Links)
  • Mass Remove Nodes in a Radius
  • Can Automatically Create a "Nodeable Map" (for maps that have embedded .ain files)
  • Recreate Outdated Nodegraph
  • Adjustable Link NPC Hulls
  • Automatic Yaw Adjustment for Climb Nodes
  • Step Check
  • Node Projection
  • Node Height Offset
  • Snap Nodes to the Ground
  • Bounding Box for Link Tracing
And so much more.

Usage
Here's a brief yet messy step-by-step guide on how to use this tool:
  1. Check if the map supports custom nodegraphs (maps without embedded .ain files). You can verify this through the tool's notification or check the tool's menu. If the tool indicates that the map cannot use custom nodegraphs, click the "Create Nodeable Map" button in the tool menu. This will automatically modify the map to support custom nodegraphs. The modified map will be exported to your "garrysmod\data\nodegraph" directory. Remove the ".dat" extension and place the map BSP file in your "garrysmod\maps" directory.
  2. Create a nodegraph for the map. You can either generate it or manually create one. After finishing, make sure to save your nodegraph.
  3. Go to your "garrysmod\data\nodegraph" directory and change the map's nodegraph file extension from ".txt" to ".ain". For example, rename "cs_office.txt" to "cs_office.ain". If you created hint nodes, there will also be a .json file with the map's name and a ".hint" suffix (e.g., "cs_office.hint.json").
  4. Copy the nodegraph file (and the hint.json file if you made hint nodes) and paste them into your "garrysmod\maps\graphs" directory. If you plan to upload the nodegraph to the workshop, place the hint.json file in the "garrysmod\data_static\map_hints" folder instead, and remove the ".hint" suffix from the filename.
  5. If you created hint nodes, ensure you are subscribed to the HintNode Loader addon and enter these commands in your console while in-game, then reload the map: "sv_enable_init_hint_hook 1" and "sv_enable_hint_json_load 1".
  6. Load the map and verify that the nodegraph is working by using the commands "ai_nodes" and "ai_show_connect".
Note: If your custom nodegraph doesn't work, the game has likely replaced your custom nodegraph with the map's built-in one. Fix this by entering the command "ai_norebuildgraph 1" in your console before loading the map.

Incompatibilities
This addon is incompatible with:
  • Any other Nodegraph Editor addons.
  • Addons that are clearing CLuaEffects (they are fine if not being used while you are using the tool).

Known Issues
  • Ground node generation is not perfect and mostly follow the map's navigation mesh structure.
  • The tool is quite unoptimized and may cause performance issues.
  • If you are having performance issues, increasing the think delay and disabling features with "(Slow)" suffix might help.
  • If you are having "too many CLuaEffects!" error, try reducing the Draw Distance.

Credits
Special thanks to these awesome people below. This addon wouldn't exist without them.
Popular Discussions View All (4)
37
3 Jul @ 9:42am
PINNED: Bug Reports
TheBlackVoid
2
14 Mar @ 2:07am
Making an AI Node workshop addon for a map that isn't nodeable?
Gustavo
1
5 May @ 7:20pm
How do you make vanilla NPCs jump up?
Hosterle
138 Comments
zoto1739 12 Jul @ 6:23am 
alright thanks
TheBlackVoid  [author] 12 Jul @ 12:50am 
The button is only visible when the map is not nodeable.
zoto1739 11 Jul @ 10:01pm 
am i blind? i can't find the "Create Nodeable Map" button anywhere
Judge 30 Jun @ 10:40am 
Can't wait for the updated tool, this allows much more meticulous nodegraph creation now.
TheBlackVoid  [author] 25 Jun @ 11:01pm 
I rarely play GMod nowadays, but thank you for letting me know. I will update the tool once the update is released.
Cpt. Hazama 25 Jun @ 7:15pm 
idk if you saw but the upcoming GMod update features 8192 as the max node count
Vodizx 20 Jun @ 10:24pm 
like how i can use Create Nodeable Map?
Vodizx 20 Jun @ 10:14pm 
iam having a problem. after the ,ain process and saving and using ainorebuildgraph 1 the npcs freezes and stop working
TheBlackVoid  [author] 14 Jun @ 11:41pm 
Enter the command "ai_norebuildgraph 1" before loading into the map to stop the game from rebuilding the non-existent nodegraph.
An_Unknown_Player[FIN] 14 Jun @ 2:10pm 
I know what to do, but no matter what I do the nodes don't show up after creating the .ain file (and reloading the map). I'm not sure if I'm doing something wrong or if it's the map itself.