Garry's Mod

Garry's Mod

Nodegraph Editor+
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.
identitychanged 7 Jun @ 12:31am 
the addon doesnt save the nodegraph and the "garrysmod\data\nodegraph" (specifically the nodegraph folder) does not exist
TheBlackVoid  [author] 19 May @ 11:30pm 
That's why Create Nodeable Map feature exists. :)
Impulse 19 May @ 11:28pm 
Got it thanks.
Only problem now is map devs who compile their map with a 1kb.ain file that prevents you from using AI nodes.
God forbid Map makers take the effort to compile a cubemap.
Putting 1kb.ain into the map is a bigger sin because thats just a conscious choice
TheBlackVoid  [author] 19 May @ 11:26pm 
For hint nodes, put the hint node json in the same directory as the .ain file (maps/graphs). Make sure HintNode Loader addon is installed, and then set both ConVar "sv_enable_init_hint_hook" and "sv_enable_hint_json_load" to 1, and reload the map.

Also, the addon sets "ai_norebuildgraph" to 1 for some reason. So, if you wonder there's no nodegraph on maps that's supposed to have, disable the addon and set "ai_norebuildgraph" to 0, and reload the map.
Impulse 19 May @ 11:22pm 
Got the AI nodes to load now, going to run through the map with some of my npcs chasing me to check if all the hunts and climb nodes work
Impulse 19 May @ 11:17pm 
Alright, also I realized the damn .ain didn't get replaced because my stupid computer didn't let me move the file because of insufficient access bs.
Reloading it now, lasty. I dont see in the desc, do we do anything with the hintnode.json?
TheBlackVoid  [author] 19 May @ 11:16pm 
Try entering "ai_norebuildgraph 1" into your console before loading into the map.
Impulse 19 May @ 11:10pm 
Yeah, I've used it before.
Also, so I just renamed the .txt to .ain and it didn't load the AI nodes or anything?
I know the map doesnt have a .ain file in it so im not sure what the deal is
TheBlackVoid  [author] 19 May @ 11:08pm 
The button you're looking for in the menu is Recreate Nodes. Sorry, forgot to mention that in the previous reply.
Impulse 19 May @ 11:02pm 
oh yeah, no I think I just simply forgot to rename the .txt
It had been a full year since I did that so that was why.
Impulse 19 May @ 10:59pm 
No, I've done this before.
I just couldnt find the panel that is mentioned in the popup.
Ive successfully made AI nodes for maps before that worked but with your version of the tool its not loading the AI nodes and doesn't bake them.
TheBlackVoid  [author] 19 May @ 10:44pm 
What I meant by control panel is the tool menu. Please read the usage section in the description, especially if you're new. I know that this tool seems to be quite complicated for the average user, so I plan to create a full guide later, explaining every feature and how to use them.
Impulse 19 May @ 8:22pm 
actually, whats funny is I noded gm_windswept which you seem to have made a nav for before.
I was going to do it sooner but ive been so busy and I needed a better map to test on.
Gray's able to replace the nodegraph with it and add your Navmesh too if you'd like (from what I remember though Navmesh adds a huge loadtime / file load to the map.
Impulse 19 May @ 8:19pm 
@TheBlackVoid
The nodegraph file in data/nodegraph differs from the map's nodegraph (Map has none, no .ain)
You can reload the .txt nodegraph in the control panel to update it

What control panel?
Also, is there a way to bake the nodegraph as .ain for bsps?
nelmalynlucanas 13 May @ 10:23pm 
thx for being my fist friend tho:steamhappy::steamhappy::steamhappy::steamhappy:
TheBlackVoid  [author] 11 May @ 7:31pm 
Yes. Put your old nodegraph file as .txt in the data/nodegraph folder. Then, simply press Recreate Nodes button in the tool.
MagicalFruitBasket 11 May @ 4:00pm 
Is it possible at all to re-save an outdated nodegraph?
nelmalynlucanas 10 May @ 9:53pm 
k let me see if this works
TheBlackVoid  [author] 9 May @ 1:11am 
Alright, thanks for sending me the Lua error. It seems like this error is caused by the map's BSP file being too large, so unfortunately I can't fix this. I'll try to find a workaround though.
nelmalynlucanas 9 May @ 12:29am 
uhhh its for important thing but here it is:[Nodegraph Editor+] lua/includes/extensions/string.lua:94: bad argument #1 to 'string_len' (string expected, got nil)
1. string_len - [C]:-1
2. Explode - lua/includes/extensions/string.lua:94
3. Replace - lua/includes/extensions/string.lua:248
4. nodegraph_create_nodeable_map - lua/weapons/gmod_tool/stools/nodegrapheditor.lua:217
5. DoClick - lua/weapons/gmod_tool/stools/nodegrapheditor.lua:2138
6. unknown - lua/vgui/dlabel.lua:253
TheBlackVoid  [author] 8 May @ 3:29am 
Please report bugs on the Bug Reports discussion thread. Also, copy and paste the full Lua error into your report so I can fix it faster.
nelmalynlucanas 8 May @ 3:10am 
BUG REPORT so once i try tp make nodeble map it made a lua error map name "rp_mezs" pls fix:steamhappy:
thanks
TheBlackVoid  [author] 7 May @ 7:03am 
Rename the file with .txt extension to .ain extension. After that, move both files into your maps/graphs folder.
Hello, how do I do if after creating my noded in the data/nodegraph folder I get 2 files

.hint.json

.Txt

of a map that I make later?
TheBlackVoid  [author] 28 Apr @ 2:45am 
The function to check if the map is nodeable or not is kinda weird, it was working perfectly fine a while ago, I don't know if it has been broken like that since the fork or by gmod updates, I haven't touched anything related to it. Personally, I barely used the feature.

Anyways, you may want to click that 'Create Nodeable Map' button in the tool menu, then go to your data\maps directory in your gmod, then rename the map's extension from .dat to .bsp, and then replace the original map .bsp from the data\maps .bsp you've just created. The nodes you created should work properly now.
小卡齐娜3095 27 Apr @ 9:20am 
Do anyone got a problem is when you finished the node creation and you already placed in to the file location? When you enter the map that ai nodes you create he show up a word call This map is not nodeable because an ain file is packed in the BSP map file. I don't know does anyone also got that problem not? I do also hope someone could explain to me ?
ThisBurgerTank 24 Apr @ 5:44am 
yeah i tested it and the issue is still there
TheBlackVoid  [author] 23 Apr @ 8:50am 
Sure.
ThisBurgerTank 23 Apr @ 8:45am 
Ima add you tomorrow or later if the issue is still there
ThisBurgerTank 23 Apr @ 8:43am 
I don't have addon that change modif npc behaviour, I do have npc base addon like vjbase and zbase but I'ma test that later, btw hint nodes do work I just forgot to move json file to graph folder
TheBlackVoid  [author] 23 Apr @ 6:50am 
I assume the node link colors are correct, this is very strange. Maybe you got an addon that changes the way NPCs do pathfinding? Try disabling all of your addons. If you want, you can add me and send the .ain file so I can look into it.
ThisBurgerTank 23 Apr @ 6:12am 
all the node seems to be there? did i miss something that the npc didn't perfom as it should?
TheBlackVoid  [author] 23 Apr @ 1:59am 
Recheck your nodegraph links by entering the command "ai_show_connect_fly" in your console. Air node links should appear light blue, and climb node links purple. About the disappearing hint node issue, it was resolved in the latest update.
ThisBurgerTank 22 Apr @ 9:52pm 
idk if its me but air and climb node literally not working, fast zombie should've climb instead they just walk bumping to wall and regular hl2 air npcs should've room around instead it just stand there hovering (same issue with strider node), i thought i did something wrong by not applying hint nodes, but i heard there's a bug that hint node revert back to regular nodes when saving?
TheBlackVoid  [author] 7 Apr @ 9:46pm 
That's a good idea. May implement this feature later in future updates.

Yeah, unfortunately I can't do much about it, as it is entirely depends on the navmesh.
Redox 7 Apr @ 6:25am 
Would be great if there was a way to bulk remove nodes in a radius, maybe the TOOL:Reload could just remove a bunch of nodes in a area when used

The auto node generator is pretty good but it tends to create a absolute mess on displacements
GoodPl 30 Mar @ 10:47am 
cant wait for Nodegraph Editor++
TheBlackVoid  [author] 29 Mar @ 8:26pm 
I couldn't reproduce it, do you perhaps have more information on this?
Dullster 29 Mar @ 7:59pm 
the save nodegraph button / label will stay at blue aswell