Garry's Mod

Garry's Mod

Nodegraph Editor+
185 Comments
H3bskeuᴱᴸᴵᵀᴱ☆ 3 Dec @ 6:10am 
ts not work
deded6750 3 Dec @ 3:40am 
only in City 17
StrawWagen 2 Dec @ 10:56am 
STRIIIIDERS
TheBlackVoid  [author] 25 Nov @ 7:15am 
Yeah, I can do that. I'll consider it for the next update.
deded6750 25 Nov @ 4:23am 
Could you add an option to always place air nodes at a specific set height? this would make it way easier to create manual nodegraphs for aerial npcs and striders
TheBlackVoid  [author] 23 Nov @ 8:22pm 
Should be fixed in the latest update.
UlτrαΤwο 23 Nov @ 6:20pm 
After some testing I have determined that the error is caused when "Only Keep Largest Zone" is toggled on.
UlτrαΤwο 23 Nov @ 6:05pm 
Getting this error when I click the "Generate Ground Nodes" button:

[Nodegraph Editor+] lua/weapons/gmod_tool/stools/nodegrapheditor.lua:1339: attempt to perform arithmetic on global 'klzResult' (a nil value)
1. func - lua/weapons/gmod_tool/stools/nodegrapheditor.lua:1339
2. unknown - lua/includes/extensions/net.lua:34
TheBlackVoid  [author] 2 Nov @ 2:48pm 
Nope.
Hexon_Boi 2 Nov @ 9:50am 
do i need the required addon if im not going to make hint nodes?
LZSilver 31 Oct @ 9:28pm 
great mod, used it to node 3 maps from scratch. one thing i wish for this mod is a button to clean up the nodegraph. Especially when placing so many nodes that some of the lines overlap
Callsign_Ewok 22 Oct @ 11:21am 
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  [author] 21 Oct @ 9:15am 
It's on the tool menu.
Callsign_Ewok 21 Oct @ 7:46am 
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  [author] 20 Oct @ 9:48pm 
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 20 Oct @ 3:28am 
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 Oct @ 8:08pm 
the mod is extremely well done
TheBlackVoid  [author] 27 Sep @ 7:21pm 
That's not how nodegraph works, unfortunately.
Cogs 27 Sep @ 11:45am 
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.
dEbil6 18 Sep @ 6:03am 
how to use hint nodes?
TheBlackVoid  [author] 12 Sep @ 7:21pm 
It has already been implemented and will be available in the next update.
ph0ne (greatijedi) 12 Sep @ 5:26pm 
I recently convinced the author of HintNode Loader to add Jump Up support to Hint Nodes. Would you be able to add Jump Up support to your editor? You can do this by adding "SpawnFlags": "65536" to each node that wants Jump Up support. I manually edited the hint.json files you generate to have this SpawnFlags field, and Jump Up works as desired.
Beause the engine can't handle more. Remember, source is from 2004
Baileyfos 11 Sep @ 12:24am 
Why is there a limit to the amount of nodes you can place?
Ligma 31 Aug @ 9:33am 
hello again! the next time i loaded the map, it somehow worked without problem, leaving me kind of embarrassed. i can only guess that maybe starting the game from the start might have helped, but since i had already tried that, i'm at a loss... thanks again for your help!
TheBlackVoid  [author] 31 Aug @ 8:53am 
No problem at all. I recently tested out the map, and the custom nodegraph I've made works correctly without problem. After you created your custom nodegraph and installed it correctly, the game shouldn't rebuild the nodegraph. You can try recreating your nodes from txt and resave, as the tool will attempt to update the nodegraph with the latest map version which prevents nodegraph rebuilding.
Ligma 31 Aug @ 7:06am 
thank you for the fast reply! i forgot to mention it, but i did try that as well with the same file path format in it and having norebuildgraph enabled (otherwise it does just that). just in case, i tried again, but to no avail. i noticed that the tool shows the error "the nodegraph file in data/nodegraph differs from the map's nodegraph", which i guess means that the map keeps replacing it with its own. sorry for the trouble!
TheBlackVoid  [author] 31 Aug @ 4:16am 
@Ligma The tool did correctly detect that the map is nodeable. I've checked the map's bsp myself and there is no embedded nodegraph file inside. This is probably another case of custom nodegraph files being replaced by the map's addon files as there is an empty nodegraph file uploaded alongside the map. If you read the Usage section in the description, you can fix this issue by placing your custom nodegraph file inside addons folder instead of directly in the maps/graphs folder. If it still doesn't work, let me know.
Ligma 30 Aug @ 7:12am 
hello, i've been having problems with a particular map, https://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=797619787 . the map's description says that it is already ai noded, but checking in game it seems to not have any nodes, node-using addons don't work (e.g. zombie/npc invasion+), and the tool says it is already nodeable. however, when i generate a nodegraph for it, rename it and put it in the graphs folder, and reload the map, it always has the empty nav mesh. i've also noticed in my various attempts that it often says that it's rebuilding the mesh, and even if i put the no rebuild command or make the navmesh read-only it still doesn't have any nodes. uninstalling and reinstalling the map didn't help, either.
other than perhaps some help with this, i would like to ask, could you make it so you can make a nodeable version of the map regardless of if the tool detects it as nodeable or not? thanks!
Skidrow 27 Aug @ 6:16pm 
Nvm, I just found out that the nodes were saving in another hard drive that my GMod files used to be.
benmulcahy 21 Aug @ 12:14am 
now
benmulcahy 21 Aug @ 12:14am 
strider work ?:steamhappy:
Skidrow 19 Aug @ 10:10pm 
Saving a nodegraph on maps (at least for me) isn't possible anymore. It worked fine at first, but now whenever I save, it says it successfully saved, but there's nothing in the nodegraph folder. The map I was trying to save is already nodeable. Even trying it on other nodeable maps won't save the txt file. It could be an addon conflict but I don't know if any of the addons I installed conflict with this one.
Райдер 5 Aug @ 11:17pm 
@TheBlackVoid Thank you, everything started to work.
TheBlackVoid  [author] 5 Aug @ 2:51am 
@Райдер I recently updated the tool, and I hope this resolves your issue. Please try again.
Райдер 4 Aug @ 8:45am 
@TheBlackVoid As soon as I free up, I will send the video.
TheBlackVoid  [author] 4 Aug @ 8:43am 
Okay. I never came across this issue at all, so I can't really give you a solution. Maybe you can send me a video recording or something so I can probably understand more what happened.
Райдер 4 Aug @ 8:29am 
@TheBlackVoid This happens on any map.
TheBlackVoid  [author] 4 Aug @ 8:28am 
I'm not sure what the problem is, really. You can add me and send me the map link and the nodegraph (.ain) file, so I can look into it.
Райдер 4 Aug @ 8:13am 
@TheBlackVoid I can't load the AI nodes at all. Everything is within the limit.
TheBlackVoid  [author] 4 Aug @ 8:07am 
This error happens when the node count is below 0 or above the maximum limit. The limit was increased from 4096 to 8192 in the latest update, so please make sure your game server/client are fully updated.
Plague Doctor 4 Aug @ 6:01am 
AI node graph maps/graphs/anomaly_server_2.ain is corrupt

what the error?

(game crash and open window error)
@Райдер Probably a really bad addon conflitct, or the mod just didn't load correctly.
Have you tried restarting the game yet? If that doesn't help disable all your mods except for this one, close and open the game again and load into a map
Райдер 2 Aug @ 10:59pm 
I take the tool in my hands and until the moment of loading the AI nodes, there is a strong infinite lag, which prevents me from closing the task manager in Garry's Mod.
Juhopi[FIN] 1 Aug @ 3:24pm 
This tool is for creating nodegraphs (aka AI Nodes), which are used by base G-Mod NPCs as well as NPCs from other bases like VJ Base. While DRG Base NPCs (or NextBots) rely on a navmesh to function. There are two different navigation systems due to NPCs and NextBots using different kind of AI.
@AKASO EK7000 Pro 4K
I think that you want a navmesh and not a nodegraph, because as far as I know DRGbase NPCs are technically nextbots that don't use nodes at all

Here's the easy navmesh editor:
https://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=527885257&searchtext=navmesh+editor
AKASO EK7000 Pro 4K 1 Aug @ 3:09pm 
does drg base work with this, if not what nodegraph editor does
zoto1739 12 Jul @ 6:23am 
alright thanks
TheBlackVoid  [author] 12 Jul @ 12:50am 
The button is only visible when the map is not nodeable.
zoto1739 11 Jul @ 10:01pm 
am i blind? i can't find the "Create Nodeable Map" button anywhere