Here's a test map I made: http://i.imgur.com/UQndu8G.png
The dark gray areas block NPCs. The orange areas block players. Normally, nav_generate would ignore the orange areas and treat the dark gray areas as walls. That works fine for games like Half-Life and Counter-Strike, where there is only one set of areas accessible to bots. It doesn't work too well once you start having NPCs *and* player bots, like in Alien Swarm and Left 4 Dead. Now, this can be fixed by hand, but it's a lot easier for whoever has to edit the navmesh if the navmesh starts out resembling what it should be. I had an idea where it would generate a navmesh for NPCs and a navmesh for players, then merge them by splitting areas until they both contained all the edges. That seems like a large change in the nav code that would more than double the amount of time taken to run nav_generate. This is for my Alien Swarm mod < https://github.com/BenLubar/AlienSwarmDirectorMod>, but I figured maybe Left 4 Dead already solved it differently? -- Ben Lubar
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