If you have an existing nav, and then you update the map, creating new
area for it, you can do mark_nav_walkable on the new area and then run
nav_generate_incremental (default is 2000 hammer units i think so it
generates nav for that long distance only). If you would do nav_generate
instead of it, it might overwrite the existing nav completely.
But anyway, before you run nav_generate, put on developer 2 in console
and see if it pulls out any errors. Also if i were you, i would compile
the map brushwork only without any props and details and such, see if
that works. Then add in props and do compile again and new nav_generate.
Add more stuff in untill you find the issue.
-ics
Michael Mayea kirjoitti:
I have used nav_mark_walkable, but I only place a single one.
I'm not sure how to use nav_generate_incremental, the default is set
to 2000. I tried 500 and then generated a mesh and still crashed. Even
reading the documentation, I'm still unsure as to what
nav_generate_incremental does.
On Tue, Oct 25, 2016 at 4:50 PM, ics <i...@ics-base.net
<mailto:i...@ics-base.net>> wrote:
Sorry slipped too fast, the command wasn't nav_mark but
nav_mark_walkable.
-ics
ics kirjoitti:
I've had some experience wth nav making in the past and i've
never seen it lock up like that. Have you tried setting
nav_mark and then do nav_generate or nav_generate_incremental?
Func_detail should be obvious as optimization but i dont think
it has affect on nav itself. After all, func_details are solid
always.
I suspect it tries to nav some area that has a lot of
leviation or some weird shape which causes it to crash and not
perform it's function.
-ics
Michael Mayea kirjoitti:
Hi everyone, I'm making a Day of Infamy map, it uses the
CSGO SDK to my knowledge.
When I nav_generate, the game completely freezes. In fact
if I'm in fullscreen mode, my entire computer will lock
up, I cannot open task manager, I am forced to hard reboot
my PC. Now that is unusual! I also notice in the moments
before the crash, my framerate slowly dwindles to 0. If I
nav_generate in windowed mode, I can then at the very
least open task manager and close the game.
The map is quite large for Source Standards, but not
overly complex. I've spent a lot of time on Google trying
to find potential solutions and I haven't. In previous
versions of this map I have gotten the nav mesh to generate.
What is the relation between nav_generate and a
func_detail? If I add more details, does it speed up
nav_generate?
Does anyone have any tips for fixing this issue?
Thanks
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