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L4D: Navigational Meshes Advanced

Category: Source: L4D 1 & 2
June 18, 2009

Now we cover a bit more advanced use of navigation meshes in Left 4 Dead. It includes ladders, marking EMPTY, NO_MOBS, OBSCURED, connecting between two navigation meshes, manually drawing navigation mesh and binding keys to speed up the workflow in Left 4 Dead.

Navigational Meshes Console commands:

nav_build_ladder: builds navigation for the ladder

mark EMPTY: doesn't allow for infected to spawn on these marked areas at first, but they can spawn on them later. Good for player_start areas and furniture.

mark NO_MOBS: doesn't allow for infected to spawn on these marked areas at all. Good for cliffs and areas not designed for gameplay.

mark OBSCURED: hidden marked areas for infected to spawn from. Good for VS maps and to spawn the herd from.

nav_connect: connects between two or more navigational areas. The areas have to be selected for them to be connected.

Connect 2-Way: select both nav meshes and and nav_connect

Connect 1-Way: select the first nav mesh and point to 2nd one but do not select it, nav_connect

nav_split: splits a navigational area into 2 areas.

z_debug 1: allows you to view attributes

nav_begin_area: begins custom drawing of navigation mesh

nav_end_area: ends custom drawing of navigation mesh

bind PGUP "nav_toggle_in_selected: example of setting up and binding a key to a nav function.

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My name is AlexG. I am self-taught level designer, game environment artist and the creator of World of Level Design.com. I've learned everything I know from personal experimentation and decades of being around various online communities of fellow environment artist and level designers. On World of Level Design you will find tutorials to make you become the best level designer and game environment artist.

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