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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
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.
Reloading it now, lasty. I dont see in the desc, do we do anything with the hintnode.json?
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
It had been a full year since I did that so that was why.
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.
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.
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?
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
.hint.json
.Txt
of a map that I make later?
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.
Yeah, unfortunately I can't do much about it, as it is entirely depends on the navmesh.
The auto node generator is pretty good but it tends to create a absolute mess on displacements