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Author Topic: Explanation - Maps/BSPs/Radiant and UFO AI - how it all comes together?  (Read 3726 times)

Offline Tubbs

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Can anyone explain to me, or point me in the direction of any documents explaining a little more about how UFO AI uses radiant?

I understand that the maps are developed in radiant and then somehow UFO:AI magically plops them ingame. Does UFO draw on any other quake elements?

HOW DOES IT ALL WORK!?

Thankyou please.

Offline Duke

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Re: Explanation - Maps/BSPs/Radiant and UFO AI - how it all comes together?
« Reply #1 on: December 16, 2009, 12:43:23 am »
HOW DOES IT ALL WORK!?
42 !

Seriously, you'll find most of the answers in our wiki.
Feel free to ask questions about everything that is NOT documented there/not understandable.

Offline Tubbs

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Re: Explanation - Maps/BSPs/Radiant and UFO AI - how it all comes together?
« Reply #2 on: December 16, 2009, 09:43:57 am »
I had a look at the technical documents on there prior to posting. It's mostly proposals. O_o

Although having had a look around elsewhere, I have seen a few other examples of how it's done.

Offline Kildor

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Offline bayo

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Re: Explanation - Maps/BSPs/Radiant and UFO AI - how it all comes together?
« Reply #4 on: December 16, 2009, 09:53:36 pm »
You want a pipe line?

[Radian] <-> .map (file for design) -> [ufo2map] -> .bsp (optimised file) -> [UFOAI]

Most of games do the same