Garry's Mod
Оценок: 570
Nodegraph Editor+
2
   
Наградить
В избранное
В избранном
Удалить
Тип контента: Дополнение
Тип дополнения: Инструмент
Метки дополнений: Стройка
Размер файла
Добавлен
Изменён
139.875 KB
18 дек. 2024 г. в 23:08
4 окт в 20:09
Обновлений: 15 (просмотреть)

Подпишитесь, чтобы загрузить
Nodegraph Editor+

Описание
The most comprehensive Nodegraph Editor to date.

Overview
Nodegraph Editor+ is a fork of Exbo's Nodegraph Editor. It is a tool to modify a map's nodegraph without the need to recompile the map. It introduces many new features to help users creating nodegraph for their map more faster and efficient.

If you're not familiar with nodegraph, they're networks of path points that NPCs (not NextBots) use to navigate throughout the map. For more information, see the Valve Developer Community article on them.

Features
  • 4 Node Types (Ground, Air, Climb, and Hint)
  • 4 Link Types (Ground, Air, Climb, and Jump. The first three are selected automatically according to the node's type)
  • Hint Nodes Support (only can be exported as JSON/ENT/VMF, JSON formatted hints needs to be loaded with HintNode Loader)
  • Accurate Nodegraph Data (Map Version, Zones, Offsets, WC Node IDs, etc)
  • Comprehensive Nodegraph Generation (Ground Nodes, Air Nodes, and Jump Links)
  • Export Nodegraph to VMF
  • Export Nodegraph as ENT (for use with programs like BSPEntSpy[github.com])
  • Mass Remove Nodes in a Radius
  • Automatically Generate a "Nodeable Map" (for maps that have embedded .ain files)
  • Automatically or Manually Adjust Link Hulls
  • Automatically Adjust Yaw for Climb Nodes
  • Recreate Nodegraph from TXT
  • Step Check
  • Node Projection
  • Node Height Offset
  • Snap Nodes to the Ground
  • Bounding Box for Link Tracing
And so much more.

Usage
Here's a brief yet messy step-by-step guide on how to use this tool:
  1. Check if the map supports custom nodegraphs (maps without embedded .ain files). You can verify this through the tool's menu under "Nodeable Map Creation" section. If the tool indicates that the map cannot use custom nodegraphs, click the "Create Nodeable Map" button in the tool menu. This will automatically modify the map to support custom nodegraphs. The modified map will be exported to your "garrysmoddatanodegraph" directory. Remove the ".dat" extension and place the map BSP file in your "garrysmodmaps" directory.
  2. Create a nodegraph for the map. You can either generate it or manually create one. It might be confusing to look at so many options to configure, but usually the default one works just fine in most cases. The instructions for tool controls are on the top of the tool's menu. After finishing, make sure to save your nodegraph.
  3. Go to your "garrysmoddatanodegraph" directory and change the map's nodegraph file extension from ".txt" to ".ain". For example, rename "cs_office.txt" to "cs_office.ain". If you created hint nodes, there will also be a .json file with the map's name and a ".hint" suffix (e.g., "cs_office.hint.json").
  4. Copy the nodegraph file (and the hint.json file if you made hint nodes) and paste them into your "garrysmodmapsgraphs" directory. If you plan to upload the nodegraph to the workshop, place the hint.json file in the "garrysmod\data_static\map_hints" folder instead, and remove the ".hint" suffix from the filename.
  5. If you created hint nodes, ensure you are subscribed to the HintNode Loader addon and enter these commands in your console while in-game, then reload the map: "sv_enable_init_hint_hook 1" and "sv_enable_hint_json_load 1".
  6. Reload the map (if you haven't on previous step) and verify that the nodegraph is working by using the commands "ai_nodes" and "ai_show_connect".
Note 1: If your custom nodegraph doesn't work, the game has likely replaced your custom nodegraph with the map's built-in one. Fix this by entering the command "ai_norebuildgraph 1" in your console before loading the map.
Note 2: If the nodegraph still doesn't work, it probably means that your nodegraph file got overwritten by the map addon. Fix this by putting your nodegraph file inside your addons folder. For example: "garrysmod/addons/My Custom Nodegraphs/maps/graphs/cs_office.ain". Same goes for the generated nodeable map if it's also got overwritten by the map addon, except you put it inside the maps folder, not graphs. You may need to restart your game after this.

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

Known Issues
  • Ground node generation is not perfect and mostly follow the map's navigation mesh structure.
  • The tool is quite unoptimized and may cause performance issues.
  • If you are having performance issues, increasing the think delay 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.
Популярные обсуждения Просмотреть все (4)
58
4 окт в 20:08
ЗАКРЕПЛЕНО: Bug Reports
TheBlackVoid
2
14 мар в 2:07
Making an AI Node workshop addon for a map that isn't nodeable?
Bio-Mechanoid
2
22 дек. 2024 г. в 10:02
This is a revolutionary mod.
Gordon-Morgan !
Комментариев: 168
TheBlackVoid  [создатель] 27 сен в 19:21 
That's not how nodegraph works, unfortunately.
Cogs 27 сен в 11:45 
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 † 18 сен в 6:03 
how to use hint nodes?
TheBlackVoid  [создатель] 12 сен в 19:21 
It has already been implemented and will be available in the next update.
ph0ne (greatijedi) 12 сен в 17:26 
I recently convinced the author of HintNode Loader to add Jump Up support to Hint Nodes. Would you be able to add Jump Up support to your editor? You can do this by adding "SpawnFlags": "65536" to each node that wants Jump Up support. I manually edited the hint.json files you generate to have this SpawnFlags field, and Jump Up works as desired.
Smelly (Afraid of Women) 11 сен в 3:15 
Beause the engine can't handle more. Remember, source is from 2004
Baileyfos 11 сен в 0:24 
Why is there a limit to the amount of nodes you can place?
Ligma 31 авг в 9:33 
hello again! the next time i loaded the map, it somehow worked without problem, leaving me kind of embarrassed. i can only guess that maybe starting the game from the start might have helped, but since i had already tried that, i'm at a loss... thanks again for your help!
TheBlackVoid  [создатель] 31 авг в 8:53 
No problem at all. I recently tested out the map, and the custom nodegraph I've made works correctly without problem. After you created your custom nodegraph and installed it correctly, the game shouldn't rebuild the nodegraph. You can try recreating your nodes from txt and resave, as the tool will attempt to update the nodegraph with the latest map version which prevents nodegraph rebuilding.
Ligma 31 авг в 7:06 
thank you for the fast reply! i forgot to mention it, but i did try that as well with the same file path format in it and having norebuildgraph enabled (otherwise it does just that). just in case, i tried again, but to no avail. i noticed that the tool shows the error "the nodegraph file in data/nodegraph differs from the map's nodegraph", which i guess means that the map keeps replacing it with its own. sorry for the trouble!