Garry's Mod

Garry's Mod

Navmesh Optimizer
468 Comments
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.
StrawWagen  [author] 9 Jun @ 1:47pm 
nav_save in console
jkow12 9 Jun @ 12:21pm 
how do i save the navmesh
StrawWagen  [author] 2 Jun @ 2:59pm 
Yes :steamhappy:
As long as you save it :)
ImGonnaFlySomePlanes 2 Jun @ 2:16pm 
if i make a navmesh to my map,it will be permanent?
Nesigmohka1 22 May @ 5:54am 
HIM
StrawWagen  [author] 19 May @ 3:39pm 
nav_edit_1;nav_max_view_distance 6000;nav_analyze
will make an expensive navmesh

all view data is nuked by the engine whenever an area is added and maybe removed? so edited navmeshes are made cheap by the engine
Cultist ⁧⁧ ඞ 19 May @ 3:37pm 
No matter what I do it always says that the navmesh I create is cheap lol
StrawWagen  [author] 16 May @ 9:18pm 
Could maybe do it in the future
DeliciousProlapseJuice 16 May @ 9:12pm 
why not? :gorlak:
StrawWagen  [author] 16 May @ 5:57pm 
no :(
DeliciousProlapseJuice 16 May @ 5:50pm 
is there a way to automatically navmesh on map start
Cthulhu903 13 May @ 8:01am 
Thank you BecQuerell!
BecQuerell 7 May @ 7:50pm 
Both of ya are going to want to type NAV_EDIT 0 in console to remove the lines after generation
Cthulhu903 7 May @ 4:20pm 
I would have the same question as xdd  , but I appreciate this addon so much right now. I can generate navmeshs with this in a professional way. :3
agolf hitter  2 May @ 8:38pm 
how to hide the line after mesh have been generated ?
minty 30 Apr @ 12:26pm 
(I know I'm kind of spamming but I wanted to mention this)
This "huge gap" issue seems to only happen on large, flat areas on the map
I have seen nav_generate_cheap_expanded really struggle with large flat open areas
I don't know why the issue exists though (it might originate from how the command even works)
minty 26 Apr @ 6:52pm 
I can also try to give you a screenshot if that helps
however, I'm not sure if I removed the navmesh or not from the map (I find it satisfying to generate navmeshes, which is why I delete them and regenerate them a lot)
minty 26 Apr @ 6:44pm 
This doesn't help much but here is the link to the addon it is bundled with: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=226458619

The specific map this happens on is gm_tornado_village (both versions of the map)
StrawWagen  [author] 26 Apr @ 6:30pm 
Put a link to a map this happens on?
minty 26 Apr @ 6:26pm 
Incase you aren't aware of this: there is an issue with nav_generate_cheap_expanded that kind of annoys me, basically, when using the command on a really large map with displacements, it does the usual generating, but when it's finished, it usually leaves HUGE gaps in the navmesh that somehow go undetected, I don't know if it's intentional or not but it really annoys me for some reason lol (I don't want to run the command twice to patch gaps lol. Yes, I know, I'm impatient :D)
StrawWagen  [author] 26 Apr @ 1:56pm 
Yes, generates really quick and progress is saved if the game crashes halfway through
RiceWitch 26 Apr @ 11:42am 
Is nav_generate_cheap_expanded better than normal generating?
ShrekIsLoveShrekIsLife99 19 Apr @ 7:42am 
how do i hide the squares
RenegadeRon458 13 Apr @ 10:56am 
does it work with any Modded NPC?
Iars 9 Apr @ 7:53pm 
I love you
StrawWagen  [author] 9 Apr @ 2:42pm 
Shoudn't do that on dedi servers anymore
StrawWagen  [author] 8 Apr @ 11:01am 
:steamsad:
Sexdarva (Ciel) 8 Apr @ 9:57am 
Here what it says

Globalmerging... & finishing with a nav_analyze
Originally cheap navmesh detected. Will nav_analyze cheap...
navmesh_override_expensive to override.
UTIL_GetListenServerHost() called from a dedicated server or single-player game.
StrawWagen  [author] 8 Apr @ 9:43am 
Try globalmerging again, it will say if it's as merged as possible
indeepj 8 Apr @ 9:36am 
nav_edit 1? or spawning a nextbot to see if it 'feels faster'
Sexdarva (Ciel) 8 Apr @ 9:08am 
How do I check if it worked ?
Sexdarva (Ciel) 8 Apr @ 9:06am 
I did it and it restarted the server
StrawWagen  [author] 8 Apr @ 8:55am 
No wtf??? Not normal, try
nav_edit 1;nav_analyze
I think there's a bug
Sexdarva (Ciel) 7 Apr @ 11:59pm 
Is it normal ?
Sexdarva (Ciel) 7 Apr @ 11:30pm 
Damn even after all this time, the navmesh is still being analyzed xD
Sexdarva (Ciel) 7 Apr @ 1:15pm 
Okay
StrawWagen  [author] 7 Apr @ 12:46pm 
wont need to save after that
Sexdarva (Ciel) 7 Apr @ 12:23pm 
I ran "navmesh_globalmerge_auto" and rn the "navmesh is being analyzed" so I'm waiting
StrawWagen  [author] 7 Apr @ 12:06pm 
did you run nav_save?
Sexdarva (Ciel) 7 Apr @ 10:19am 
Is the optimized navmesh saved on a dedicated server even after I restart ?
󠀡󠀡󠀡󠀡 2 Apr @ 2:49am 
i want to poop
StrawWagen  [author] 1 Apr @ 11:15am 
Yup, don't have to worry about the extra commands, just run the one at the top
indeepj 1 Apr @ 9:14am 
you dont have to configure it either, it should just be a 'run once and be done' thing?
StrawWagen  [author] 31 Mar @ 12:26pm 
it wont do anythin
vali 31 Mar @ 12:15pm 
Oh okay! Is this something I NEED to configure or will it do its own thing w/o commands
StrawWagen  [author] 31 Mar @ 12:00pm 
this is already on a TTT server actually, it's dead now, but worked great when it had players.
i made it to have ( basically ) no perf impact when commands aren't being used, should be perfectly fine to add live