Mapping/Compile
From UFO:AI
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General
We use modfied bsp and rad tools that comes with quake2. UFO:AI doesn't need vising of a map. If you don't know what i'm talking about, read on below.
You can use the contrib/scripts/map-get script to download the latest version of the compiled maps. You need python to do so. Grab it from here [1]. Windows users should right click the file and select 'Open with' and choose the python binary (e.g. in c:\python23).
Compile times have been reduced recently (August 2008) by changes in the code that make better use of memory and threads (on multicore machines). It is still time consuming.
Errors
- mixed face contents
- Example: Entity 0, Brush 12: mixed face contents
- All brushsides should have the same content and surfaceflags set - but there may be exceptions like nodraw faces
- MAX_POINTS_ON_WINDING
- this happens if more than the allowed number of brushes touches one brush - e.g. a long stair
- MAX_MAP_LIGHTING
- this means that there are "too many lightmap pages". Concretely, this may happen if there are too many surfaces in the map, or textures scaled too small.
Parameters
Just type
ufo2map --help
to get a list of supported parameters.
Windows
- You have to use ufo2map.exe to compile your maps to bsp files.
- call
ufo2map -extra maps/mapfile
Linux
Under Linux we use ufo2map - which is a binary including the bsping and the radiosity part.
Just type make maps from trunk/.
General
- after compiling to .map file into a .bsp, you should add your map to the maps.ufo script in base/ufos to see it in the skirmish menu. To test it you should start the game, go to the skirmish menu, select your map, make sure that all dropships and ufos are correct and start the map. Also see this article for map testing.
- cd trunk\contrib\scripts and use compile_maps.bat to compile all maps
- the batch file has some useful options, e.g. you can compile all the maps in one directory (for looking at a random map assembly). do
compile_maps.bat /help
for information
- the batch file has some useful options, e.g. you can compile all the maps in one directory (for looking at a random map assembly). do

