Garry's Mod

Garry's Mod

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Nodegraph Editor+
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素材类型: 插件
插件类型: 工具
插件标签: 建筑
文件大小
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139.875 KB
2024 年 12 月 18 日 下午 11:08
10 月 4 日 下午 8:09
15 项改动说明 ( 查看 )

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Nodegraph Editor+

描述
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 "garrysmod\data\nodegraph" directory. Remove the ".dat" extension and place the map BSP file in your "garrysmod\maps" 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 "garrysmod\data\nodegraph" 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 "garrysmod\maps\graphs" 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.
热门讨论 查看全部(4)
58
10 月 4 日 下午 8:08
置顶: Bug Reports
TheBlackVoid
2
3 月 14 日 上午 2:07
Making an AI Node workshop addon for a map that isn't nodeable?
Bio-Mechanoid
2
2024 年 12 月 22 日 上午 10:02
This is a revolutionary mod.
Gordon-Morgan !
174 条留言
Callsign_Ewok 10 月 22 日 上午 11:21 
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  [作者] 10 月 21 日 上午 9:15 
It's on the tool menu.
Callsign_Ewok 10 月 21 日 上午 7:46 
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  [作者] 10 月 20 日 下午 9:48 
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 10 月 20 日 上午 3:28 
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 10 月 10 日 下午 8:08 
the mod is extremely well done
TheBlackVoid  [作者] 9 月 27 日 下午 7:21 
That's not how nodegraph works, unfortunately.
Cogs 9 月 27 日 上午 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 † 9 月 18 日 上午 6:03 
how to use hint nodes?
TheBlackVoid  [作者] 9 月 12 日 下午 7:21 
It has already been implemented and will be available in the next update.