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It simply will not load my recent saves I made.
I'm going to have to unsubscribe.
I have no trouble with big maps in general.
It's only here. I'll see to it that I input this command into the developer console.
If it works, then thank you for assisting me. If not, I appreciate the suggestion.
Also....I'm no bro, I'm a lady. Lol
Bro, this map is 7 years old. I have no obligation to fix your specific issue.
Your issue sound more like a general Gmod/Source Engine/Addon issue with big maps in general rather than a specific map issue.
Have you tried setting r_hunkalloclightmaps 0 in your console like the troubleshooting guide in my description says?
Yeah, that is a really good idea. I would add it but I have stopped doing things in the Source Engine. There is a lot of things I would like to fix on both Arid Valley V2 versions. Maybe one day I will make a V3, but for now I'm spending my time elsewhere.
because whenever i spawn a strider and a some citizens, the citizens just hide behind the trees and the strider justs stands there shooting at the tree insted of walking around it
Yeah... The originals aren't like that. I think a steam update turned down the contrast on all of them or something, I'm not sure. I'm also too lazy to bump up the contrast in photoshop on each one and then reupload them:P
I can see why. It can literally take hours for huge maps, doesn't help that my computer isn't in top performance shape or I'd do it myself... Not only that, but it does have a chance of crashing everything in the process. So, it's probably good to save some frustration and just leave it alone for now. From what I can tell, it's very possible to set the nav meshes manually- only it's very time consuming and can still crash :/
Guess I'll just either work on that, or maybe use a smaller map.
I see. Yeah the map is gigantic, so using nav_generate is going to take a while. When I didn't know about the node graph I tried it and left it running for 24 hours and it still wasn't done. I think it finished eventually, but none of the npcs would move since they were made for hl2 and needed a node graph. But I can see the developer of the fnaf npcs using nav meshes since it's the never technology and I think gmod supports it. It's just that the npcs that come with gmod uses nodegraphs and is the basis for most npc addons, so very few mappers wants to take the time to generate a nav mesh for the few npc addons that use that instead.
That's true, but these npcs in particular (fnaf4 stuff) use it to move around. The other npcs work just fine, it's just these guys I have trouble with. I dunno. Apparently, they use the navigation to move around according to the developer.
If you say that it won't work here, it might not. Your map IS really huge with high quality textures (which are awesome btw). Not sure if that effects the speed of it, but either way, thanks for the help. Appreciate it :)
You don't use nav_generate in gmod. It's only meant for CS:S, CS:GO, L4D1 L4D2.
Gmod and Half Life 2 use something called a node graph, which are points that have to be placed manually (by me) throughout the whole level. These nodes are what guides the Npc's and is generated automatically the first time you load the level.
here are some screenshots I took while making the nodegraph for GM_Arid_Vally_V1:
http://images.akamai.steamusercontent.com/ugc/540723373324721372/3DE7AF162009911632563A7D0554E2EFCED818FE/
http://images.akamai.steamusercontent.com/ugc/540723373324729902/440B83971C957FEDCB49C7E51DF85F23FF0960E1/
http://images.akamai.steamusercontent.com/ugc/540723373324674100/BA8BCDD4266E5EEEA1BF4498CB4C4B61271FB16D/
Take a look at these two articles on the valve developer wiki:
https://developer.valvesoftware.com/wiki/Navigation_Meshes
https://developer.valvesoftware.com/wiki/Nodegraph
So using nav_generate won't work at all.