Uploaded December 2025 | Updated September 2026, 1 hour ago
VMEX: developer.valvesoftware.com/wiki/VMEX
You will find the other software at developer.valvesoftware.com
Ever downloaded a great Source engine map only to discover it has no AI nodes, and the original author is long gone?
In this tutorial, I show you how to add AI navigation nodes to a BSP map without recompiling it - avoiding broken lighting, geometry issues, or compile errors.
We’ll use:
- VMEX to decompile the BSP into a VMF
- Hammer Editor to place info_node entities
- B*PE**S** to inject the nodes directly back into the BSP
This method lets you fix NPC navigation safely and efficiently, even on old or problematic maps.
If you enjoy short, practical Source Engine tutorials, consider subscribing for more!
Troubleshooting and FAQ:
- When I click "Paste" in B**EntS*y nothing happens
- BS**nt*py uses the system clipboard for pasting, so make sure you've copied the contents of .vmf file.
- How to preview the nodes in-game?
- Type in "ai_show_connect" to see the lines connecting the nodes
- When I preview the node in-game there are no connections between them.
- Make sure the nodes are not further than 512 units apart and there's clear line of sight between their centers. It's best to place them 16 units above the ground, it won't impact NPC navigation.
- I can't open the map in *SPEn**py
- Make sure you are trying to open .BSP file, not .VMF! .VMF is only for convenient node placement in Hammer Editor, where as BSP is the core map file which needs to be modified
- Why are you censoring Be Espee End's Pie?
- Don't drink the water... they put something in... to make you forget...
VMEX: developer.valvesoftware.com/wiki/VMEX
You will find the other software at developer.valvesoftware.com
Ever downloaded a great Source engine map only to discover it has no AI nodes, and the original author is long gone?
In this tutorial, I show you how to add AI navigation nodes to a BSP map without recompiling it - avoiding broken lighting, geometry issues, or compile errors.
We’ll use:
- VMEX to decompile the BSP into a VMF
- Hammer Editor to place info_node entities
- B*PE**S** to inject the nodes directly back into the BSP
This method lets you fix NPC navigation safely and efficiently, even on old or problematic maps.
If you enjoy short, practical Source Engine tutorials, consider subscribing for more!
Troubleshooting and FAQ:
- When I click "Paste" in B**EntS*y nothing happens
- BS**nt*py uses the system clipboard for pasting, so make sure you've copied the contents of .vmf file.
- How to preview the nodes in-game?
- Type in "ai_show_connect" to see the lines connecting the nodes
- When I preview the node in-game there are no connections between them.
- Make sure the nodes are not further than 512 units apart and there's clear line of sight between their centers. It's best to place them 16 units above the ground, it won't impact NPC navigation.
- I can't open the map in *SPEn**py
- Make sure you are trying to open .BSP file, not .VMF! .VMF is only for convenient node placement in Hammer Editor, where as BSP is the core map file which needs to be modified
- Why are you censoring Be Espee End's Pie?
- Don't drink the water... they put something in... to make you forget...






