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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Публикуван на
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107.556 KB
18 дек. 2024 в 23:08
11 май в 3:16
10 бележки за промени ( преглед )

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Nodegraph Editor+

Описание
The most feature complete Nodegraph Editor existed on the workshop, yet.

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.

Feature Highlights
  • Comprehensive Nodegraph Generation: Inspired by SMOD's "nav_converttoainode" console command feature, this tool allows for almost complete nodegraph generation, including Air Nodes and Jump Links. With just one click, you can fully node a map that has a complete Navmesh. A simple generate and save process is usually sufficient to fully node small to medium-sized maps without issues. While editing the nodes after generation is recommended, it is not mandatory.
  • Hint Nodes: Easily create any type of hint nodes, export it as JSON, and use it with #INVALID_USER's HintNode Loader.
  • Functional Air Nodes and Climb Nodes: Air Nodes and Climb Nodes created by this tool now works and can be used by NPCs that supports it.
  • Adjustable Hull Types: Easily manage which NPCs with a specific hull type can use the node link through a simple interface.
  • Jump Links: NPCs that supports it can use these links to jump from one node to another.
  • Fullbright Nodes: The visibility of all nodes is no longer affected by the map's lighting.
  • Automatic Yaw Adjustment: No need to adjust the yaw angle each time you place Climb Nodes. Just place and connect.
  • Node Projection: Automatically generated links between nodes are less likely to overlap, resulting in cleaner links.
  • Step Check: Previously known as "Staircase Check", this feature automatically checks if a link to another node is reachable by NPCs without additional assistance.
  • Create Nodeable Map: This feature detects if the map has a built-in .ain file in the BSP and optionally modifies the BSP for you.
  • Bounding Box for Link Visibility Check: Instead of using a simple line, this feature uses a bounding box to check link visibility, resulting in fewer stuck NPCs and better link results.
  • Node Height Offset: Easier node creation on displacements by floating the node slightly to be able to generate links on their own, which means less manual linking. This feature only works for Ground nodes.
  • Snap Nodes to the Ground: Easily reposition all nodes to the ground without manually replacing them. This feature only works for Ground nodes.

And there is more! See for yourself.
Note: Almost all features are optional and can be turned on or off.

Usage
Here's a brief step-by-step guide on how to use this tool:
  1. Create a nodegraph for the map. You can either generate it or manually create one. After finishing, make sure to save your nodegraph.
  2. Go to your Garry's Mod "garrysmod\data\nodegraph" directory and rename the extension of the map's nodegraph file from ".txt" to ".ain". For example, rename "cs_office.txt" to "cs_office.ain".
  3. Copy the nodegraph file and paste it into your Garry's Mod "garrysmod\maps\graphs" directory.
  4. Load up the map, and you should see your NPCs moving throughout the map following the nodes you have created.

Incompatibilities
This addon is incompatible with any other Nodegraph Editor addons on the workshop.

Known Issues
  • Automatic node generation may as good as it sounds, it is not perfect. Always check your nodegraph!
  • If the game becomes laggy, increase the think delay or disable functions with "slow" tags.

Credits
Special thanks to these awesome people below. This addon wouldn't exist without them.
Популярни дискусии Всички (4)
32
12 май в 11:40
ЗАКАЧЕНА: Bug Reports
TheBlackVoid
1
5 май в 19:20
How do you make vanilla NPCs jump up?
Hosterle
2
14 март в 2:07
Making an AI Node workshop addon for a map that isn't nodeable?
Gustavo
134 коментара
TheBlackVoid  [автор] преди 3 часа 
I rarely play GMod nowadays, but thank you for letting me know. I will update the tool once the update is released.
Cpt. Hazama преди 7 часа 
idk if you saw but the upcoming GMod update features 8192 as the max node count
Vodizx 20 юни в 22:24 
like how i can use Create Nodeable Map?
Vodizx 20 юни в 22:14 
iam having a problem. after the ,ain process and saving and using ainorebuildgraph 1 the npcs freezes and stop working
TheBlackVoid  [автор] 14 юни в 23:41 
Enter the command "ai_norebuildgraph 1" before loading into the map to stop the game from rebuilding the non-existent nodegraph.
An_Unknown_Player[FIN] 14 юни в 14:10 
I know what to do, but no matter what I do the nodes don't show up after creating the .ain file (and reloading the map). I'm not sure if I'm doing something wrong or if it's the map itself.
identitychanged 7 юни в 0:31 
the addon doesnt save the nodegraph and the "garrysmod\data\nodegraph" (specifically the nodegraph folder) does not exist
TheBlackVoid  [автор] 19 май в 23:30 
That's why Create Nodeable Map feature exists. :)
Impulse 19 май в 23:28 
Got it thanks.
Only problem now is map devs who compile their map with a 1kb.ain file that prevents you from using AI nodes.
God forbid Map makers take the effort to compile a cubemap.
Putting 1kb.ain into the map is a bigger sin because thats just a conscious choice
TheBlackVoid  [автор] 19 май в 23:26 
For hint nodes, put the hint node json in the same directory as the .ain file (maps/graphs). Make sure HintNode Loader addon is installed, and then set both ConVar "sv_enable_init_hint_hook" and "sv_enable_hint_json_load" to 1, and reload the map.

Also, the addon sets "ai_norebuildgraph" to 1 for some reason. So, if you wonder there's no nodegraph on maps that's supposed to have, disable the addon and set "ai_norebuildgraph" to 0, and reload the map.