Garrysmod - Converts Source Engine navmeshes into AI node graphs to support HL2 npcs on (almost) every map
If your desired map comes with an AI nodegraph (.ain
file) or has AI node entities within the map, there's no need to use this, but this addon can be useful
for maps that don't come bundled with AI nodes, such as maps imported from other Source games.
You can check if your current map has an AIN via the ai_show_connect
concmd, which renders the links between nodes in the AIN via colored lines.
- Generate a navmesh
- You can use the
nav_generate
command included with Garrysmod - This step is skipable if your map comes with a built in navmesh (CS maps tend to)
- To check, use the
nav_edit 1
concmd
- Convert it to an AI nodegraph (AIN)
- Use the
nav2ain_convert
command - You can optionally mark walkable points using
nav2ain_mark_walkable
, in some case this can improve the graph quality - If you have dev mode on
developer 1
, the generated nodegraph will be visible ingame
- Save it
- Use the
nav2ain_save
command - The nodegraph will be in
$YOUR_GMOD_FOLDER/data/$MAP_NAME.ain.txt
- Copy it to the
maps/graph
folder
- Be sure to remove the
.txt
- The Source engine tends to save an empty nodegraph for maps without AI node entities, you can overwrite this empty nodegraph if you like
(it might be worth double checking you don't already have a valid nodegraph first though via the
ai_show_connect
command)
Each nav2ain_*
command will print out the next steps to perform in the console for more details