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dark_st3alth

No valid walkable seed positions? - Nav generation

6 posts in this topic

While trying to generate a navigation file for zombie spawing, the console writes me a dreaded error:

] nav_generate

No valid walkable seed positions. Cannot generate Navigation Mesh.

Spawn points for players are on the ground and the brushes for zombie spawning is on the ground.

Am I missing something, or is there something that the wiki fails to tell me under the heaps of errors in the article?

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Try to raise zombie and player spawns little above the ground and visgroup every clip snd playerclip brushes\textures so they won't compile.

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nav generates from the point of where the player spawn is. make sure its not cut off away from the main areas of your level. you might want to move it somewhere out in the open where nav will be able to reach all the main areas.

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Hate to say it, nothing has worked so far. Here's what I've done:

  • Helicopter in/out points moved in after I pushed the brush for it in away from the skybox.
  • Zombie spawn off the ground.
  • Player spawns off the ground, in the middle of my map with clearance from the ground.
  • Removed all player clip and clip brushes.

Few things I am going to give a go at:

- Removing the .nav file it seems to be making (I don't even know if it's there)

Ok it was there, removed it and tried again. Doesn't work.

- Creating a new map and see what happens.

Tried another map, works fine.

I'd like to draw your attention to the "The nav mesh needs a full nav_analyze" line after I use the very same command.

If you want to look, here's the vmf and bsp: http://www.sendspace...76FU7KyQWfcBBsA

Image of the error:

480_DE82_EC1497_A19701_AE7_D328_C634_A9_B6_E094_C7.jpg

] nav_generate

No valid walkable seed positions. Cannot generate Navigation Mesh.

Unknown command: bot_kick

] nav_analyze

Finding hiding spots...DONE

Finding approach areas...DONE

Finding encounter spots...DONE

Finding sniper spots...DONE

Finding earliest occupy times...DONE

Generation complete!

The nav mesh needs a full nav_analyze

Navigation map 'C:\Program Files (x86)\Steam\SteamApps\sourcemods\nmrih\maps\nms_survivaltest.nav' saved.

---- Host_Changelevel ----

exec: couldn't exec skill1.cfg

ConVarRef sk_suitcharger doesn't point to an existing ConVar

Executing listen server config file

nmrih_safezone_supply_piece at (0.000, 0.000, 0.000) has no model name!

nmrih_health_station at (0.000, 0.000, 0.000) has no model name!

item_inventory_box at (0.000, 0.000, 0.000) has no model name!

item_glowstick at (0.000, 0.000, 0.000) has no model name!

Trying to precache breakable prop, but has no model name

prop_door_breakable at (0.000, 0.000, 0.000) has no model name!

prop_door_breakable has Door model (models/props/doors/door_barricade.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file

prop_door_breakable has Door model (models/props/doors/door_barricade.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file

The nav mesh needs a full nav_analyze

exec: couldn't exec listenserver.cfg

NMRiH Beta 1.04

Map: nms_survivaltest

Players: 1 / 8

Build: 4104

Server Number: 2

Attemped to precache unknown particle system "blood_impact_zombie_01"!

Attemped to precache unknown particle system "achieved"!

No pure server whitelist. sv_pure = 0

Unable to initialize DirectSoundCapture. You won't be able to speak to other players.St3althServers.com connected

Redownloading all lightmaps

] nav_generate

No valid walkable seed positions. Cannot generate Navigation Mesh.

Unknown command: bot_kick

Nav file if anyone is interested:

Îúíþ

Edited by dark_st3alth

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I downloaded your bsp and got it to work. Heres what you need to do.

Start your map with sv_cheats 1 and idle_autokick_enabled 0.

Type nav_edit 1 in console.

Look down at the ground in front of you and type nav_mark_walkable.

Type nav_generate in console and it should work.

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I downloaded your bsp and got it to work. Heres what you need to do.

Funny enough about 7 to 4 days ago I just copied everything to a new file and tried generating the nav. It worked oddly enough (no idea why).

Edited by dark_st3alth

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