• Nav Mesh Generation Failing on Large Map
    11 replies, posted
Specifically, this one here: https://steamcommunity.com/sharedfiles/filedetails/?id=1572373847 I don't have any experience working with hammer, or creating maps or anything, only generating and editing nav meshes as I need them. A pal of mine, who tinkers, said "it's too big and made primarily of displacements," which is, I guess, a technical way of saying "too much shit is at 45 degree angles and decimal values." Any time I've tried to generate a nav mesh for this map, my client (or dedicated server, attempted creation on both) would freeze and eventually crash after sitting hours, untouched. Now, I really need a working nav mesh to work this map into a gamemode I develop map configurations for. I could create it all manually, but, as the title suggests, the map is absolutely enormous, and doing so would take a really long-ass time. Like weeks. While I really want to use this map, I don't want to use it that bad. If anyone would any way to get around the freezes I'm experience, or know of a surefire way to generate a nav mesh, I'd like to hear them. Otherwise, this can be treated as a PSA?
Wait a goddamn minute, wouldn't 64bits built solve this crash issue? Even if it takes hours to create?
Could you send me a copy of that? I would greatly appreciate it. Otherwise, you said it had to be on the 64 bit version of Garry's Mod? How easy would it be for me to switch to it, generate the file, then switch back to the standard version?
well, it's a custom version of rockford with some edits, you only have to go into betas and x64
Oh, the way you had phrased it, I thought you had tried generating a nav mesh of the map I was talking about. 64 version? I'll give it a go, probably overnight.
Update. After approximately 12 hours since I started the nav_generate, in the 64-bit version of the game, I'm somewhat happy to report the client has yet to seize up and crash. Which may indicate everything's not so awesome. After 12 hours, I have managed to only get to "Computing mesh visibility... 25%" While I remain determined to see this generation through, I'd be curious to see if anyone else can generate it faster, or if this is something that will take ~2 days worth of my time to generate. I'm running Garry's Mod on an i5 4670k at base clock speeds of 3.4 GHz.
Oh that's pretty bad, when i tried to generate it i was using a cloud machine, so i've leave it alone working for i guess...6 hours? It was a really powerful machine and i've avoided to make contact with it, sadly i can't offer me to try to generate it there
Is this just something we'll have to live with? Nav meshes being nigh-impossible to generate for larger/complex maps?
You could try generating through Source SDK 2007. You'll need to add the map to your maps folder and manually use console to change the map. (map mapname) I had to resort to that after crashing multiple times while generating for headattackcity.
Sounds like as much of a work-around as switching to 64-bit and doing it there. Actually, sounds like more work. Would only be worthwhile if you get tangible differences in generation time. I'm, uh, 22 hours in, and sitting at 35% completion. I'm expecting to be done by Thursday afternoon.
I started the generation Monday night at 2 am (so really, Tuesday early morning). It's now Thursday, currently 2:30 pm. It's been 60 hours. I am at 64% completed. Averages out to a bit over 10% per hour. Which means I still have another 40 hours to go. Fuck me, this is pretty awful.
Holy shit, i really hope you can get that navmesh
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