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Re: Nav editing custom maps for CSBot for CS:Source
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dead bwoy
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Default Re: Nav editing custom maps for CSBot for CS:Source - 25-11-2004

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?

Last edited by dead bwoy; 25-11-2004 at 23:16..
  
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