Navigational Mesh Problems

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Natedog102

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Ok, I've googled this and couldn't find anything... I've made a Counter-Strike Source map in Hammer and everything seemed to be going ok. But when I tested the map, this popped up:

So I didn't really think anything of it until some of my map was messed up. I've added water to the map, and this is what happened:

That was where the water should've been.

So yeah...any help here? :dozey:
 
that messed up water is a hall of mirrors effect, caused by the map not being sealed. the fact that the map is also fullbright would seem to support that diagnosis. make sure there's no gap anywhere in your map between the map and void. to check, run BSP and VIS only, without starting CSS. once they've run, go back to hammer and load the pointfile via map > load pointfile. follow the red line that appears on your map to find the leak
 
OK, I've done that, but it's a little wierd. The only red line that was there was coming out of an entity (logic_case). It was out in the void on the outside of the map, because I didn't think it mattered where it was. The only reason I have a logic_case is because I have a teleporter, and It randomizes where you are teleported too. So I'll try to move the entity in the map... See if that does anything...
 
You can't have an entity exposed to the void.

You will get a navigation mesh warning whenever you recompile the map, because the game recognises that the map has changed and the old mesh is no longer valid.
 
Natedog102 said:
The only red line that was there was coming out of an entity (logic_case). It was out in the void on the outside of the map, because I didn't think it mattered where it was.

um yeah, i think that might be your problem

it doesn't matter where it is, so long as it's somewhere inside the map. for ease of finding, it's better to put logic entities near the thing they output to
 
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