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Nav editing custom maps for CSBot for CS:Source
Even though the bots are not yet available to play with, we can still get started with nav editing for custom maps! I've composed a listing of bot commands and the binds I use for nav editing over on the CSBot forums:
http://www.turtlerockstudios.com/forums/csbot/ A notice to all mappers: There are some new ladder entities which CSBot relies on to navigate ladders properly. If your map does not use these entities, your map will not be compatible with CSBot's auto navigation process! |
Re: Nav editing custom maps for CSBot for CS:Source
Mike has posted this in the TRS forums:
Quote:
Steam news does report the full SDK coming out this next week as well as an extra surprise for the community... could it be the bots??? hmmmmmmmm.......... |
Re: Nav editing custom maps for CSBot for CS:Source
I'm not surprised he reworked a lot of stuff ; what surprises me is that he still seems to have trouble with his ladder code... Is that really so complicated ? So far I've never had problems having bots to find the right side of ladders using a few tracehulls. He could come and post here in the coding forum ; I'd be happy to share ideas on this subject.
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Re: Nav editing custom maps for CSBot for CS:Source
Heyyo,
Well, ladders seem to be a prob with many bots. I remember using an old RACCbot, and it used ladders ok on some CS_mariocastle map (hehe, what a funny map, I always fell off the castle for some reason... :P) but liked to camp there... the little buggers. ;) I thought they'd do an overhaul for the waypointing. But dead_bwoy, can CZ maps be used on CS:S? if so I can do a few nav's to help out. ;) |
Re: Nav editing custom maps for CSBot for CS:Source
Well, they've changed alot of things so far...
1) Ladders: I'm not too sure how it'll end up, but there are some new ladder entities in the current fgd: func_ladder func_ladderendpoint func_usableladder info_ladder_dismount There is also a ladder texture now! I'm not positive, but I think this texture automatically makes the brush a func_ladder. 2) Waypointing for CSBot for Source Almost all of the waypointing commands have been changed, and many of the major problems fixed with the auto-analyzation process. For instance, you now run around the map and place walkable_surface markers as seeds for generating the navmesh. 3) CZ maps in source Czero maps are the old HL1 engine format, HL1 maps and HL2 maps are NOT compatible. Any old map ported to Source must be re-compiled with new textures and some entity changes from the original rmf or map file. If you mean can cz waypoints be used on source, I highly doubt it! de_dust for czero has some major differences from the new source version of the map. I'm sure there would be some consistancy problems, or the nav would not pass the sanity check. I will be putting together a new tutorial for nav editing for the Source engine once the bots are finally released. I'll try and get some good screenies to use too. MarD, I take it, you're not getting Source just yet? |
Re: Nav editing custom maps for CSBot for CS:Source
Heyyo,
Well, I know a lot of the source engine is based on the original HL engine, so I thought there'd be compatiblity between the 2, seeing that *I'm not going into deep details for a reason*someone leaked something from CZ to CS:S with ease.... |
Re: Nav editing custom maps for CSBot for CS:Source
the source engine isn't based on the original hl engine..
and no one converted something leaked from cz to cs:s.. they "stole" the source stuff last year.. |
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