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mp3 to source 3

mp32source 3
v3.04

HLSS es un programa para enviar sonidos por la salida de microfono del Left 4 Dead.. aca el programa que hace todo por ti.


Este programa:

  • Convierte a Wav cualquier Mp3, con las características para ser usado en HLSS con solo elegir el mp3 y la carpeta de destino.
  • Instala el HLSS configurado para L4D1 y 2.
  • Integra el HLSS y L4D (autoexec.cfg) solo.
  • Bindea la tecla para enviar el sonido.
  • Se actualiza solo al encontrar una nueva versión.







Al integrar todo, despues solamente van agregando el sonido al HLSS y listo, despues le ponen "Action/Activar" y a webear

Lista de Soundscapes for L4D

Below is a list of soundscapes for use in Left 4 Dead. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.

soundscapes_airport

  • urban.airport.rooftop.spawn
  • airport.finaleoutside

// Airport 01

  • airport_01.rooftop
  • airport_01.apartment
  • airport_01.street
  • airport_01.alley
  • airport_01.rooftopspawn
  • airport_01.inn
  • airport_01.hotel
  • airport_01.greenhouse

// Airport 02

  • airport_02.street
  • airport_02.alley
  • airport_02.apartment
  • airport_02.rooftop
  • airport_02.pillarsroom
  • airport_02.office
  • airport_02.respawn

// Airport 03

  • airport_03.alley
  • airport_03.boilerroom
  • airport_03.street
  • airport_03.streetoffices
  • airport_03.pumproomsmall
  • airport_03.powerplant
  • airport_03.powerplantinside
  • airport_03.controlroom
  • airport_03.respawn
  • airport_03.parkinggarage
  • airport_03.skybridge
  • airport_03.airportinterior

// Airport 04

  • airport_04.office
  • airport_04.baggageclaim
  • airport_04.terminal
  • airport_04.conveyor
  • airport_04.respawn
  • airport_04.ramp
  • airport_04.bathroom
  • airport_04.ticketing
  • airport_04.security

// Airport 05

  • airport_05.street
  • airport_05.finaleinside
  • airport_05.finaleoutside
  • airport_05.respawn
  • airport_05.finaleroof

soundscapes_farm

// Farm 01

  • farm_01.morning
  • farm_01.bridge
  • farm_01.smallbuilding
  • farm_01.trainyardentrance
  • farm_01.trainyardrespawn

// Farm 02

  • farm_02.trainyardentrance
  • farm_02.trainyardrespawn
  • farm_02.trainyardbuilding2
  • farm_02.trainyardbuilding2window
  • farm_02.trainyard2
  • farm_02.traintunnel
  • farm_02.drainagesmall

// Farm 03

  • farm_03.drainagesmall
  • farm_03.drainagebig
  • farm_03.traintunnel
  • farm_03.morning
  • farm_03.house

// Farm 04

  • farm_04.morning
  • farm_04.trainyardentrance
  • farm_04.bridge
  • farm_04.smallbuilding2
  • farm_04.house

// Farm 05

  • farm_05.trainyardentrance
  • farm_05.morning
  • farm_05.smallbuilding2
  • farm_05.smallbuilding2

soundscapes_hospital

  • background_menu.streetrain

// Hospital 01

  • hospital_01.alleyrain
  • hospital_01.streetrain
  • hospital_01.subway
  • hospital_01.rooftop_1b_interior2
  • hospital_01.street
  • hospital_01.rooftop_1b
  • hospital_01.rooftop_1b_interior

// Hospital 02

  • hospital_02.rooftop_1b_interior2
  • hospital_02.underground_2
  • hospital_02.underground_1
  • hospital_02.underground_3
  • hospital_02.pillarsroom
  • hospital_02.alleyrain
  • hospital_02.generatorroom_off
  • hospital_02.generatorroom
  • hospital_02.streetrain
  • hospital_02.rooftop_1b_interior
  • hospital_02.rooftop
  • hospital_02.controlroom
  • hospital_02.warehouseoutside

// Hospital 03

  • hospital_03.alleyrain
  • hospital_03.rooftop_1b_interior2
  • hospital_03.warehouse_1
  • hospital_03.steamtunnel
  • hospital_03.boilerroom
  • hospital_03.sewer
  • hospital_03.pipetunnel
  • hospital_03.streetrain
  • hospital_03.hospital
  • hospital_03.rooftop_1b_interior
  • hospital_03.respawn

// Hospital 04

  • hospital_04.hospital_interior
  • hospital_04.hospital_atrium
  • hospital_04.elevator
  • hospital_04.finaleoutside
  • hospital_04.construction
  • hospital_04.street
  • hospital_04.respawn

// Hospital 05

  • hospital_05.street
  • hospital_05.finaleinside
  • hospital_05.finaleoutside
  • hospital_05.respawn
  • hospital_05.finaleroof
  • hospital_05.elevatorshaft

soundscapes_rural

// rural

  • rural.woods
  • rural.woods3
  • rural.morning
  • rural.bridge
  • rural.smallbuilding
  • rural.smallbuilding2
  • rural.river
  • rural.caveclosed
  • rural.caveopen
  • rural.traintunnel
  • rural.pumproom
  • rural.bigroom
  • rural.drainagebig
  • rural.drainagesmall
  • rural.drainageopen
  • rural.trainyardentrance
  • rural.trainyardrespawn
  • rural.trainyardbuilding
  • rural.trainyardbuilding2
  • rural.trainyardbuilding2window
  • rural.trainyard
  • rural.trainyard2
  • rural.house
  • rural.town
  • rural.towninside
  • rural.townalley
  • rural.boatinterior
  • rural.boatexterior
  • rural.shoreline
  • rural.town_02
  • rural.shack
  • rural.combat_far_heavy
  • rural.combat_far_medium
  • rural.combat_close_light

soundscapes_smalltown

// Small Town 01

  • smalltown_01.woods_start
  • smalltown_01.woods
  • smalltown_01.riverbed
  • smalltown_01.tunnel
  • smalltown_01.tunnel_hall
  • smalltown_01.tunnel_bigroom
  • smalltown_01.river
  • smalltown_01.caveclosed
  • smalltown_01.caveopen
  • smalltown_01.pumproom

// Small Town 02

  • smalltown_02.pumproom
  • smalltown_02.drainagesmall
  • smalltown_02.drainagemedium
  • smalltown_02.drainagebig
  • smalltown_02.drainageopen
  • smalltown_02.trainyardbuilding
  • smalltown_02.woods

// Small Town 03

  • smalltown_03.trainyardbuilding
  • smalltown_03.trainyard
  • smalltown_03.woods_far
  • smalltown_03.woods_medium
  • smalltown_03.woods_close
  • smalltown_03.graveyard
  • smalltown_03.church
  • smalltown_03.house
  • smalltown_03.town
  • smalltown_03.towninside
  • smalltown_03.townalley

// Small Town 04

  • smalltown_04.town
  • smalltown_04.towninside
  • smalltown_04.townalley
  • smalltown_04.street
  • smalltown_04.house
  • smalltown_04.trainyardbuilding

// Small Town 05

  • smalltown_05.park
  • smalltown_05.shack
  • smalltown_05.town
  • smalltown_05.boatinterior
  • smalltown_05.boatexterior
  • smalltown_05.shoreline
  • smalltown_05.house

soundscapes_urban

// generic urban

  • urban.util_interiorslams
  • urban.util_metalslams
  • urban.util_metalslams 2
  • urban.util_woodfloorsqueaks
  • urban.util_windgust
  • urban.util_distantcombat
  • urban.util_distantexplosions
  • urban.util_rat_scratches
  • urban.util_genericrooftop
  • urban.util_genericexterior_from_interior_1
  • urban.util_genericexterior_from_interior_2
  • urban.util_flies
  • urban.util_steam
  • urban.util_pipes
  • urban.rooftop_1b
  • urban.rooftop_1b_interior
  • urban.rooftop_1b_interior2
  • urban.underground_1
  • urban.underground_2
  • urban.underground_3
  • urban.controlroom
  • urban.warehouse_1
  • urban.steamtunnel
  • urban.boilerroom
  • urban.hospital_interior
  • urban.flies
  • urban.rooftop
  • urban.street
  • urban.streetrain
  • urban.alley
  • urban.alleyrain
  • urban.sewer
  • urban.pipetunnel
  • urban.apartment
  • urban.generatorroom_off
  • urban.generatorroom
  • urban.respawn
  • hospital.respawn //empty - nav test
  • urban.rooftopspawn
  • urban.hospitalspawn
  • urban.spawnrain
  • urban.hospital
  • urban.office
  • urban.subway
  • urban.pillarsroom
  • urban.conveniencestore
  • urban.warehouseoutside
  • urban.warehouseinside
  • urban.tankroom
  • urban.powerplant
  • urban.powerplantinside
  • urban.parkinggarage
  • urban.elevator
  • urban.construction
  • urban.finaleinside
  • urban.finaleoutside
  • urban.finaleroof

soundscapes_lighthouse

  • lighthouse.woods
  • lighthouse.house

Lista de Entidades

Environment

Filter

Function

  • func_button - Updated to give a target object an edge glow when facing the button and within +use range.
  • func_detail_blocker - When touching a displacement, this entity prevents detail props from being displayed. Useful for creating paths in heavy detailed areas.
  • func_elevator - Used for elevators in Left 4 Dead.
  • func_nav_attribute_region - Possibly sets a region which will automatically have the specified attributes in the nav mesh
  • func_nav_avoidance_obstacle - Possibly used to give higher priority to go around an area, instead of through it, unless the bots or infected have no other choice. (Used around the cubicles in Dead Air 2)
  • func_nav_blocker - Blocks bot navigation.
  • func_orator - A very simple model entity that has animations and response rules. Used for the interactive responses from the church guy.
  • func_playerinfected_clip - Blocks infected from accessing an area in versus mode.
  • func_precipitation - Updated with a new rain and cinder effect.
  • func_precipitation_blocker - A brush entity that prevents rain and snow inside its volume.
  • func_simpleladder - Similar to func_ladder, but uses trigger texture? Three keyvalues names (normal.x, normal.y, normal.z) interfere with the .fgd. (This ladder entity has a team property. It can be found in versus mode. Team = 1 is presumed survivor, team = 2 is infected)
  • fog_volume - Used to fade between env_fog_controllers. (ie: interior vs exterior fog)

Information

Light

  • light_directional - A directional light with no falloff. Similar to sunlight in light_environment. Currently unsupported by VRAD.
  • light_spot - Updated to optionally cast dynamic shadows?

Misc.

Point

  • beam_spotlight - Creates a spotlight beam.
  • point_deathfall_camera - If a player is in this camera's FOV, it automatically enables when a player is falling to their death. (The same time the player's scream is first heard.)
  • point_viewcontrol_multiplayer - A camera entity that controls all players' views. While it's active, the players will see out of the camera.
  • point_viewcontrol_survivor - A camera entity that controls the player's view in 3rd person, and can be triggered to zoom into the players head, ending in 1st person view. (For intro sequences)
  • commentary_zombie_spawner - Used to spawn a specific zombie class for demonstrational purposes."

Prop

Trigger

Weapon Spawn

Lista de Particulas

Aqui esta la lista de efectos de particulas que tiene el Left4Dead. Estos nombres de las particulas tienen que estar escritos en el campo effect_name siendo la entidad info_particle_system.

VIDEO DEMOSTRATIVO L4D1

VIDEO DEMOSTRATIVO L4D2


  • awning_collapse


  • barricade_fire
  • boat_wake
  • boat_wake_outro
  • bridge_collapse
  • burning_city_effect
  • burning_wood_02


  • C130_start
  • chopper_spotlight
  • cistern_drips
  • crows_flyaway


  • drainagepipe_short


  • env_fire_large
  • env_fire_large_smoke
  • env_fire_medium


  • fire_barrel_big
  • fire_pipe
  • fire_tanker
  • fire_window
  • Fireflies
  • Fireflies_Cornfield
  • Flies
  • fog_lowpatch
  • fog_volume_1024_128
  • fog_volume_1024_512


  • gas_explosion_debris_trails
  • gas_explosion_main
  • gas_explosion_pump
  • greenhouse_dust


  • leaves
  • leaves_blow_horizontal_1


  • Molotov_groundfire (inferno_particles)
  • Moths


  • paper_streets
  • pipe_drips_h
  • pipe_drips_v
  • pillardust
  • policecar_tail_strobe
  • policecar_tail_strobe2


  • rain_intro
  • rain_puddle_ripples
  • rain_puddle_ripples_large
  • rain_puddle_ripples_small
  • rain_sheet
  • rain_spot
  • rain_stream_01
  • rain_stream_02
  • rain_stream_04
  • railroad_light_blink1
  • railroad_light_blink3
  • railroad_light_blink2
  • railroad_light_blink4
  • railroad_light_explode
  • railroad_light_glow
  • roaches_few
  • roaches_lot
  • roaches_many
  • runway_lights


  • sheetrock
  • shore
  • shore_45
  • shore_75
  • shore_90
  • skyscraper_drips_h
  • smoke_campfire
  • smoke_small_black
  • smoke_window
  • smokestack
  • stars_morning
  • steam_grate
  • steam_long
  • steam_manhole
  • steam_short
  • subwaysmoke
  • sunrise


  • tankwall_concrete


  • weapon_pipebomb

Atributos del Navigation mesh

Aqui estan los Atributos del Navigation mesh:

Marking

Marking is as important in Left 4 Dead than it is in Counterstrike. While in counterstrike it affects how bots behave, in Left 4 Dead it both controls how they behave and how they spawn. By marking an area with certain attributes certain spawning behaviours can be created. Marking is the same as in Counterstrike, except with extra attributes, such as:

Available attributes for marking areas in Navigation Mesh editing mode.

AVOID
Informs NPCs to avoid the area when possible.
BATTLEFIELD
Designates a region where a planned crescendo event will play out. Mobs will spawn and swarm dynamically inside this area. Should be a large region of the map, capable of containing a BATTLESTATION, and many spawn-friendly/mob-related areas within it. Survivors should be located inside this area at the time of the panic event - it is essential to the effect this attribute is intended to create.
BATTLESTATION
Indicates a strong defensive area that contains supplies/weapons for use during a panic event. Survivor bots will consider this area as important, and will use or protect it as long as other survivors are nearby. It is intended to be used in carefully selected locations of BATTLEFIELD and FINALE regions.
CHECKPOINT
Designates the start/safe-room areas of the map. The round starts when a survivor leaves this area, and ends when the door is closed at the ending checkpoint with only the survivors inside. Infected are prohibited from spawning inside this area at all times.
CROUCH
Indicates that the use of crouch is required to navigate the area. Usually automatically added by the game during a nav_analyze.
CLIFF
Could be used to determine whether falling in this area triggers the hanging script that prevents survivors from falling great heights. Usually marked during automatic generation.
DOOR
Marks areas in which a door is located. Usually located in door frames. Usually automatically added by the game during a nav_analyze.
DONT_HIDE
Marks area unsafe, and ensures that bots travel through the area with minimal hesitation.
EMPTY
Prevents wandering infected from being populated in this location. Useful for places outside the survivors playable area, or any other place you do not want wandering/sleeping infected to spawn (e.g. rooftops & surfaces infected fall off of).
Note:Does not affect mobs/special-infected.
ESCAPE_ROUTE
Basic guideline path of map from start to finish by linking spawns/checkpoints to the ending checkpoint/finale. It should be found using the nav_analyze command, and may not work properly if drawn manually. This path helps the game/AI to make decisions based on routes and level progression.
FINALE
Indicates a finale area, and controls the spawning of ALL infected during a Finale Sequence. Once the sequence has been started, only areas marked with FINALE will spawn infected. Should be used extensively across your finale area, and contain a BATTLESTATION within it.
JUMP
(Probably not L4D Specific) One area was found in a map marked as "jump" - on top of a subway car only reachable by infected who could jump. This area likely signifies a place you must jump to somehow in order to reach.
NOT_CLEARABLE
Prevents an area from being cleared, and allows infected to spawn here indefinitely. Used in the outer-most areas survivors are able to attack or have line-of-sight to, but can't really see (e.g. through fog); use in conjunction with OBSCURED.
Note:Nav-squares are 'cleared' once survivors view and remove them of all infected. Cleared areas cannot spawn infected.
NO_MOBS
Prevents infected mobs from spawning in this location. Commonly used to help mobs spawn further away from survivors and in more secluded areas of the map. Also used to keep sources of mobs from appearing unnatural or odd, such as spawning on rooftops of certain buildings. A clever example of NO_MOBS is in the "drainage" level of the Death Toll campaign. It is used in the long pipes so that infected must spawn in the upper areas and run at you down the lengths of the pipe, rather than just around the corners.
NO_JUMP
To do
NO_HOSTAGES
To do
NO_MERGE
To do
OBSCURED
Affects the amount and manner of which infected can spawn. This is a very important navigation attribute, use both wisely and with caution. There are two primary uses:
  • Indicates that the area is not viewable by survivors, and allows the director to spawn flowing, or large waves of mobs. It is often used in blocked alleyways and other areas that survivors cannot view. The director can still create effective mobs without the use of OBSCURED, but they will usually be further outside the survivor PVS.
  • Allows infected to spawn even when there is line-of-sight to a survivor. Useful in unreachable areas with heavy fog, or areas with props that don't block line-of-sight in the engine, but still obscure the survivors view on all sides (e.g. bushes & leafy trees). Bot line-of-sight is also blocked to prevent omniscient behavior.
    Tip:Props that have collisions disabled are always unable to block line-of-sight and will need the help of OBSCURED
OBSTACLE_TOP
To do
PLAYER_START
This attribute is used in the exact nav mesh area(s) that the players spawn in. This appears to only be used in the very first level of each campaign - likely because after the first level it cannot be guaranteed where a player will spawn into the game (since you load relative to the landmark).
PRECISE
Used to mark narrow pathways such as the ticket counters and exposed support-beams in the subway/generator area of No Mercy.
RESCUE_CLOSET
Marks off the location of rescue closets inside the level. Usually automatically added by the game during a nav_analyze.
RESCUE_VEHICLE
Marks where survivors should go to during rescue. Used only in a Finale sequence and remains locked until "FinaleEscapeVehicleReadyForSurvivors" is fired. Area covered in RESCUE_VEHICLE should be the location of the rescue vehicle once it is in position. In some cases, a lead-in must be made to make the path onto the vehicle navigable (see 'No Mercy' finale).
RUN
To do
STOP_SCAN
Rarely used. Function unknown.
STOP
To do
STAND
To do
STAIRS
To do
THREAT
Added automatically by the game during a nav_analyze. Special Infected will not spawn in these areas.
TRANSIENT
This area may not always be navigable, as it could become blocked.
WALK
To do

As you can see, some of these are obvious, and will require experimentation to create the right amount of spawn density or to discover their function.

Navigation Mesh Commands

Aqui esta la lista con los comandos del navigation mesh.

Mesh generation
nav_mark_walkable
Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_clear_walkable_marks
Erase any previously placed walkable positions.
nav_generate
Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental
Run the generation process again without altering the existing mesh. If there are additional walkable areas and/or walkable marks, new areas will be generated and added to the mesh. Note that these new areas will have to be manually connected to the existing mesh.
nav_generate_incremental_range
Generates nav mesh in range specified (units?). The center of the is defined by the walkable mark.
nav_save
Saves the current Navigation Mesh to disk.
nav_analyze
Analyze the current Navigation Mesh and save it to disk. The analysis phase computes the second-order data needed by the bots for their planning and attention systems.
nav_load
Loads the Navigation Mesh for the current map.

Selection commands

nav_toggle_in_selected_set
Selects the nav mesh area that the gun in-game crosshair is pointing at. This command is typically bound to a key for sake of convenience. For example, nav_mode.cfg file found in the L4D config folder binds this command to the Z key.
nav_clear_selected_set
Clears selection of all selected nav mesh areas that were visually highlighted. In other words, this command de-selects the nav mesh areas selected.
nav_flood_select
Selects/highlights all nav meshes that are connected, starting with the nav mesh that the in-game gun crosshair is pointing at. This does not mean that all nav mesh areas are selected.
select_with_attribute
Selects/highlights all nav mesh areas marked with one attribute specified.

Editing commands

nav_delete
Deletes the currently highlighted Area.
nav_split
To split an Area into two, align the split line using your cursor and invoke the split command.
nav_make_sniper_spots
Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_merge
To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
nav_mark
Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_unmark
Clears the marked Area or Ladder.
nav_begin_area
Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
nav_end_area
Defines the second corner of a new Area or Ladder and creates it.
nav_connect
To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a one-way connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
nav_disconnect
To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
nav_splice
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_corner_select
Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_corner_raise
Raise the selected corner of the currently marked Area.
nav_corner_lower
Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground
Places the selected corner of the currently marked Area on the ground.
nav_simplify_selected

Bot navigation modification commands

A nav area flag may also be called an attribute. The flag/attribute modifies the nav area with commands that modify NPC behavior, such as a forced crouch, following a specific path, disallowing spawn, etc. Many attributes also have their own command, such as nav_crouch. The command "mark CROUCH" is the same as the command nav_crouch. L4D, as an example, has a list of attributes where some may apply to only L4D.

mark
Marks the area with an attribute, such as CROUCH, PRECISE, NO_MOBS, etc.
nav_clear_attribute
Clears attribute specified. If clear_attribute does not work to clear an attribute specified, this command might work.
clear_attribute
Clears attribute specified. If nav_clear_attribute does not work to clear an attribute specified, such as PLAYER_START, this command might work.
wipe_attributes
Clears all attributes on the selected part of the nav mesh
nav_crouch
Toggles the 'must crouch in this area' flag used by the AI system.
nav_precise
Toggles the 'don't avoid obstacles' flag used by the AI system.
nav_jump
Toggles the 'traverse this area by jumping' flag used by the AI system.
nav_no_jump
Toggles the 'don't jump in this area' flag used by the AI system.
nav_stop
Toggles the 'must stop when entering this area' flag used by the AI system.
nav_walk
Toggles the 'traverse this area by walking' flag used by the AI system.
nav_run
Toggles the 'traverse this area by running' flag used by the AI system.
nav_avoid
Toggles the 'avoid this area when possible' flag used by the AI system.

Toggles the 'area is transient and may become blocked' flag used by the AI system.
nav_no_hostages
Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
nav_stand
Toggles the 'stand while hiding' flag used by the AI system.
nav_no_hostages
Toggles the 'hostages cannot use this area' flag used by the AI system.

Place name commands

nav_use_place
If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
nav_place_replace
Replaces all instances of the first place with the second place.
nav_place_list
Lists all place names used in the map.
nav_toggle_place_mode
Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_set_place_mode
Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_place_floodfill
Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
nav_place_pick
Sets the current Place to the Place of the Area under the cursor.
nav_toggle_place_painting
Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.

Other commands

nav_check_file_consistency
Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_connectivity
Reports any areas that aren't connected to every hostage rescue zone and bomb site in the map.
nav_update_blocked
Updates the blocked/unblocked status for every nav area.
nav_check_floor
Updates the blocked/unblocked status for every nav area.
nav_remove_unused_jump_areas
Removes jump areas with at most 1 connection to a ladder or non-jump area.
nav_strip
Strips all Hiding Spots, Approach Points, and Encounter Spots from all Areas in the mesh.
nav_mark_unnamed
Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_warp_to_mark
Warps the player to the marked area.
nav_ladder_flip
Flips the selected ladder's direction.
nav_compress_id
Re-orders area and ladder ID's so they are continuous.
nav_show_ladder_bounds
Draws the bounding boxes of all func_ladders in the map.
nav_build_ladder
Attempts to build a nav ladder on the climbable surface under the cursor.
nav_gui

nav_trouble_report

nav_recompute_flow

nb_delete_all or nb_delete_all
Removes all NPCs in the game or, if group type is specified, removes group specified. An example group type would be Infected in L4D.
nb_move_to_cursor
Commands NPCs to move to area where the in-game gun crosshair is pointing. This command is useful in testing the movement of any infected or survivors in L4D.
Console Variables

nav_area_bgcolor R G B A
RGBA color to draw as the background color for nav areas while editing.
nav_create_place_on_ground (0 or 1)
If set to 1, nav areas will be placed flush with the ground when created by hand.
nav_coplanar_slope_limit value
Metric to determine whether adjacent walkable samples are planar and can be used to create a single planar nav area. If the dot product of two adjacent candidate's unit normals is equal to or greater than value, they are considered co-planar and can be merged. Therefore, value can range from 0 to 1.
nav_draw_limit count
The maximum number of areas to draw in edit mode
nav_edit (0 or 1)
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_restart_after_analysis (0 or 1)
If set to 1, when nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation.
nav_show_approach_points (0 or 1)
Show Approach Points in the Navigation Mesh.
nav_show_area_info duration
Duration in seconds to show nav area ID and attributes while editing
nav_show_danger (0 or 1)
Show current 'danger' levels.
nav_show_player_counts (0 or 1)
Show current player counts in each area.
nav_slope_limit Z
The ground unit normal's Z component must be greater than this for nav areas to be generated.
nav_snap_to_grid (0 or 1)
If set to 1, snap to the nav generation grid when creating new nav areas
nav_split_place_on_ground (0 or 1)
If set to 1, nav areas will be placed flush with the ground when split.
nav_quicksave (0 or 1)
Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.