Garry's Mod

Garry's Mod

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Nodegraph Editor+
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Content Type: Addon
Addon Type: Tool
Addon Tags: Build
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2024년 12월 18일 오후 11시 08분
2025년 10월 28일 오전 6시 01분
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Nodegraph Editor+

설명
A comprehensive tool to modify a map's nodegraph.

Overview
Nodegraph Editor+ is a fork of Exbo's Nodegraph Editor. It is a tool for modifying a map's nodegraph without recompiling the map. It includes all the features you need to create a nodegraph from scratch or to modify an existing one. The tool also includes various utilities to help you create nodegraphs faster and efficient.

If you are not familiar with nodegraphs, they are networks of path points that NPCs (not NextBots) use to navigate the map. For more information, read the Valve Developer Community article about them.

Features
  • Supports four node types: ground, air, climb, and hint.
  • Supports four link types: ground, air, climb, and jump.
  • Accurate nodegraph data (map version, zones, offsets, WC node IDs, etc).
  • Automatically generate ground nodes, air nodes, and jump links.
  • Export nodegraph as AIN, or ENT (for use with tools such as BSPEntSpy[github.com]), or directly into the map's VMF.
  • Remove multiple nodes within a specified radius.
  • Detect unnodeable maps with embedded .ain files and automatically generate a nodeable map.
  • Adjust link hulls either automatically or manually.
  • Automatically set yaw for climb nodes.
  • Recreate a nodegraph from TXT file so you can update your nodegraph.
  • Step-height and slope checks to check if the generated links are walkable by NPCs.
  • Node projection for non-overlapping generated link results.
  • Node height offset.
  • Snap nodes to ground surfaces.
And so much more.

Instructions
  1. Create a folder for your nodegraph files in your addons directory (for example, "garrysmod/addons/My Custom Nodegraphs"). You can name the folder anything you like, it doesn't matter. This will prevent your nodegraph files from being overwritten by map addons. If you already have an existing nodegraph folder, skip this step.
  2. Check if the map supports custom nodegraphs. A pop-up saying the map is unnodeable should appear when you first deploy the tool, or by going to "Nodeable Map Creation" in the tool's menu. If the map doesn't support custom nodegraphs, use the "Create Nodeable Map" feature. This will modify the map automatically. The modified map will be saved to your "garrysmod/data/nodegraph" directory. Remove the ".dat" extension and move the map BSP file to the "maps" directory in your nodegraph folder (for example, "garrysmod/addons/My Custom Nodegraphs/maps/mapname.bsp").
  3. Create a nodegraph for the map. If you don't know how to node, this guide will teach you the basics of noding. Once you are on the saving part, come back to this step. Take a look at Half-Life 2 campaign maps' nodegraph or gm_construct's nodegraph if you need an example of a good nodegraph. Detailed tool instructions are at the top in the tool's menu. After you finished noding the map, save it as AIN, then exit the map.
  4. Go to your "garrysmoddatanodegraph" directory, and you should see your saved nodegraph file in TXT extension that includes the map's name. Rename the nodegraph file extension from ".txt" to ".ain" (for example, "cs_office.txt" becomes "cs_office.ain"). Do NOT open the nodegraph text file in a text editor and export it, as doing so will corrupt the nodegraph! Use your file explorer's rename option instead.
  5. Copy the nodegraph file to the "maps/graphs" directory in your nodegraph folder (for example, "garrysmod/addons/My Custom Nodegraphs/maps/graphs/mapname.ain").
  6. If you created hint nodes, a hint nodes file named "mapname.hint.json" should be present on your "garrysmoddatanodegraph" directory. Remove the ".hint" part so it becomes "mapname.json", then copy the hint nodes file to the "data_static/map_hints" directory in your nodegraph folder (for example, "garrysmod/addons/My Custom Nodegraphs/data_static/map_hints/mapname.json"). Make sure you are subscribed to the HintNode Loader addon. Then, enter these console commands in-game: "sv_enable_init_hint_hook 1" and "sv_enable_hint_json_load 1".
  7. Restart your game (ONLY if you just created the nodegraph folder in step one; otherwise, just reload the map to save time), load the map, and verify the nodegraph works by using these console commands: "ai_nodes" and "ai_show_connect".

Notes & Tips
  • Nodegraph not working: If your custom nodegraph doesn't work, the game may have replaced it with the map's built-in one. Fix this by updating your nodegraph (read the next entry). If that still doesn't work, enter the command "ai_norebuildgraph 1" in the console before loading the map. You may want to disable this command before playing on other maps, as it will prevent nodegraph (re)building.
  • Updating your nodegraph: When the map is updated, the game will consider your custom nodegraph obsolete. This automatically triggers a nodegraph rebuild that overrides your nodegraph. You can manually update your nodegraph by using the "Recreate Nodes" button. The tool will then look for your old custom nodegraph from the TXT file that has the map's name in the "garrysmod/data/nodegraph" directory. This nodegraph file is then imported into the current editing session, allowing you to make additional tweaks before saving. This will save a lot of time compared to creating a nodegraph from scratch for the same map.
  • Porting your nodegraph to different versions of the map: Sometimes, there are maps that provide different versions such as day or night. If there are not many geometry changes, you can port your nodegraph to the other version, by renaming the nodegraph TXT file (for example, "mapname_day.txt" to "mapname_night.txt"). Then you can use the "Recreate Nodes" button to import the nodegraph into the current editing session while in the other version of the map, make additional tweaks if necessary, and then save.

Incompatibilities
This addon is incompatible with:
  • Any other Nodegraph Editor addons.
  • Addons that are clearing all Lua Effects (they are fine if not being used while you are using the tool).

Known Issues
  • Ground node generator is not perfect and mostly follow the map's navigation mesh.
  • If you are having performance issues, increasing the think delay, reducing the draw distance, and disabling features with "(Slow)" suffix might help.
  • If you are having "too many Lua Effects!" error, try reducing the draw distance.

Credits
Special thanks to these awesome people below. This addon wouldn't exist without them.
인기 토론 모두 보기(4)
58
2025년 10월 4일 오후 8시 08분
고정됨: Bug Reports
TheBlackVoid
2
2025년 3월 14일 오전 2시 07분
Making an AI Node workshop addon for a map that isn't nodeable?
bio-mechanoid
2
2024년 12월 22일 오전 10시 02분
This is a revolutionary mod.
Gordon-Morgan !
댓글 175
LZSilver 2025년 10월 31일 오후 9시 28분 
great mod, used it to node 3 maps from scratch. one thing i wish for this mod is a button to clean up the nodegraph. Especially when placing so many nodes that some of the lines overlap
Callsign_Ewok 2025년 10월 22일 오전 11시 21분 
https://youtu.be/qTY9LPwe17Q Thanks to your help I was able to make this Gmod Realism video so the combine ai would actually behave properly on the "Dog Red" Day Of Infamy Omaha beach map that didn't previously have nodes I simply generated them and saved them and followed the instructions after I generated my own optimized Navmesh first using Navmesh Optimizer mod. "Gmod Realism: Rebels Defend Beach From Combine Assault!" is what I managed to create thanks to your genius tool. The combine now understand how to ferociously fight, and shoot long distance and manuever and take cover on the Omaha beach as they push up to try and take my position against my MG42 and my Rebel teammates M60's.

This is a genius addon because now maps with no ai nodes can now be generated to have ai nodes with custom settings and a tool to edit it. Literally game changing for even the average user or better yet advanced users.
TheBlackVoid  [작성자] 2025년 10월 21일 오전 9시 15분 
It's on the tool menu.
Callsign_Ewok 2025년 10월 21일 오전 7시 46분 
Wait really? Where is this ground node generator you have me intrigued? I can generate my own navmeshes using navmesh optimizer mod or whatever it's called to generate my own navmesh so that's not a problem. I really want to learn how to do this exactly as being able to generate my own ai nodes would be game changing.
TheBlackVoid  [작성자] 2025년 10월 20일 오후 9시 48분 
Well, there's ground node generator if that's what you're asking. It needs navmesh, though. Set the nav min area size to 0 and it will basically converts your navmesh into nodegraph.
Callsign_Ewok 2025년 10월 20일 오전 3시 28분 
I love the idea of this! One request thing for us novice users however and I have no idea if its even possible. But as an example for Navmesh Optimizer mod... it allows us to generate a complete optimized navmesh for the map with simply 2 console commands.

I wish it was that easy for Ai Nodes... a simple console command that allows me to generate a decent rough one for a map that doesn't have nodes. That would be a life saver and would save me a lot of trouble and time as a Gmod Realism content creator.

I will consider your tool however. You made something pretty genius here upon improving the O.G tool.
404_coffee.exe 2025년 10월 10일 오후 8시 08분 
the mod is extremely well done
TheBlackVoid  [작성자] 2025년 9월 27일 오후 7시 21분 
That's not how nodegraph works, unfortunately.
Cogs 2025년 9월 27일 오전 11시 45분 
Consider adding func_door support. I.e enable linking nodes to the door, with the tool gun, so that NPCs know/have to open it before traversing the links.
† leszkowina † 2025년 9월 18일 오전 6시 03분 
how to use hint nodes?