UFO:Alien Invasion

Development => Coding => Topic started by: Tubbs on December 15, 2009, 09:34:12 pm

Title: Explanation - Maps/BSPs/Radiant and UFO AI - how it all comes together?
Post by: Tubbs on December 15, 2009, 09:34:12 pm
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.
Title: Re: Explanation - Maps/BSPs/Radiant and UFO AI - how it all comes together?
Post by: Duke 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.
Title: Re: Explanation - Maps/BSPs/Radiant and UFO AI - how it all comes together?
Post by: Tubbs 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.
Title: Re: Explanation - Maps/BSPs/Radiant and UFO AI - how it all comes together?
Post by: Kildor on December 16, 2009, 10:26:12 am
Start from this: http://ufoai.ninex.info/wiki/index.php/Mapping
Title: Re: Explanation - Maps/BSPs/Radiant and UFO AI - how it all comes together?
Post by: bayo 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