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sp3ng
18
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Joined: 15th Jan 2006
Location:
Posted: 24th May 2007 07:49
I have started coding on the AI engine for my game and have encountered a problem, it seems that dark AI dosent seem to like my .x map, my question: is there a way to use this sort of map with dark AI or do i have to make my own map editor that utilises DBPro primatives? (im in the process of doing this for the time being)

thanks in advance
Redmotion
21
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Joined: 16th Jan 2003
Location: Mmm mmm.. Marmite
Posted: 24th May 2007 14:19 Edited at: 24th May 2007 14:20
If you make the map up of seperate components (limbs) you can use the "make object from limb" command to extract them as seperate objects. Then use these seperate objects to build obstacles.

Or you could spend the next 3 months trying to build a custom editor...

RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 24th May 2007 18:25
The next 3 months? Why would it take that long...

You'd just load your map in, then place down boxes, spheres, or planes, around the map, for obstacles. Save each primitive's size, position, rotation, and type to a data file, then load it in to your game later, setting each primitive as an obstacle.

Could be done in an hour...

sp3ng
18
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Joined: 15th Jan 2006
Location:
Posted: 27th May 2007 07:20 Edited at: 27th May 2007 09:42
thanks ruccus, i never thought of it that way, just using DBPro primatives as bounding boxes for the AI (now for the hard part of working out where each box goes in the world co-ordinates, or is there a function for this to save me alot of trial and error)

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