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The golden pot › DEV › Maps, Models and Mods › How to: Compile with bot-support
How to: Compile with bot-support
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W1ZrD
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Joined: Aug 15, 2007
Posts: 1108
Location: Finland

PostPosted: Sat Dec 08, 2007 1:09 am    Post subject: How to: Compile with bot-support Reply with quote

Here I'll write how to successfully compile a newly created map with bot support. It might not be 100% optimized but it sure does the trick. The follow is a guide for linux since I don't know how to do it in Windows. Thanks to hyp3rfocus for providing the bscp file.

For the purpose of this tutorial our compiled map will be called test.bsp.

First you need the addBot.bspc file which you can download from here as a .gz file. Then copy your test.bsp to the same directory where you now have placed addBot.bspc. Of course it is possible not to copy, but to use relative paths, but to avoid problems it's simply easier to copy.

Next you will open a terminal window and enter the following:
Code::
chmod +x addBot.bspc
This is to remove any permission restrictions the file might have.

Now it's time to start making the bot code, and that's the easy part, With your terminal session still open, navigate to the directory where you have the addBot.bspc and test.bsp files, next you enter:
Code::
./addBot.bspc -forcesidesvisible -bsp2aas test.bsp

This will now generate a .aas file if everything has worked. This is just what we need for our bots to navigate our map.

Next you take the test.bsp and the test.aas and place them in the same folder when you create your .pk3 file and bot-support should be added; rather painless process.



addbot.bspc.gz
 Description:
 Filename:  addbot.bspc.gz
 Filesize:  183.53 KB
 Downloaded:  143 Time(s)

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Anyone
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Joined: Nov 21, 2007
Posts: 10
Location: The Top Secret Underground Hideout of the Sinister-7 !

PostPosted: Sat Dec 08, 2007 3:25 am    Post subject: Re: How to: Compile with bot-support Reply with quote

Ho ! ho ! me ! I know for Windows ! Let's first copy the BSP file in BSPC.EXE directory (unless I'm wrong, it's in a directory created by GTKRadiant, called "Radiant" -- it's next to your base directory)
Then, open the command line and type in :
Code::
bspc -bsp2aas -forcesidesvisible <yourbspfile.bsp>

There's a neat trick if you're not into command line stuff. Open you're notepad and type in :
Code::
LFNFOR ON 
FOR %%i IN (*.bsp) DO CALL bspc -bsp2aas %%i -forcesidesvisible
LFNFOR OFF 
Save that file as AutoAAS.BAT (DOS text file format). Double click on that batch to automaticly convert all BSP files in the current directory to AAS.

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Joined: Aug 28, 2007
Posts: 751
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PostPosted: Sun Dec 09, 2007 6:57 pm    Post subject: Re: How to: Compile with bot-support Reply with quote

Hi, guys

I think the following link fits perfectly in here. It's a tutorial about how to deal with bots, so after doing what W1zrd and Anyone detailed above you may want to apply it to optimised bot behavior and such. It already helped me when compiling the bots' file for some apparently simple map, it turned out to be huge until I did some tricks to it.

cardigan.planetquake.g...otopt.html

PS. We could think in porting threads like this to the wiki to build it up...

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Joki
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Joined: Apr 16, 2008
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PostPosted: Sat Oct 09, 2010 7:42 pm    Post subject: Re: How to: Compile with bot-support Reply with quote

upon ghosty's request i've made a batch file to help generating .aas files from compiled q3 maps.

copy it in your %programfiles%\quake iii arena\baseq3\maps and you can drag & drop a .bsp file onto it and it will generate the .aas file (requires gtk radiant to be installed)

or create a new text-file and copy & paste this and save it to your %programfiles%\quake iii arena\baseq3\maps folder:

Code::
rem *****************************************************************************************
rem * Put this in your c:\program files\quake iii arena\baseq3\maps folder                  *
rem *****************************************************************************************
@echo off
if [%1] == [] GOTO NOMAP
rem *********************************************************************************************
rem * ADJUST THE PATH TO YOUR bspc.exe, and your quake3 mapoutput dir in the following 2 lines: *
rem *********************************************************************************************
if NOT EXIST "%programfiles%\GtkRadiant 1.5.0\bspc.exe" goto nobspc
"%programfiles%\GtkRadiant 1.5.0\bspc.exe" -forcesidesvisible -optimize -bsp2aas %1 -output "%programfiles%\Quake III Arena\baseq3\maps"
GOTO ENDPROC

:NOBSPC
color e4
echo Please open this file with a text editor and adjust the path to your bspc.exe
echo and the map output directory.
goto ENDPROC

:NOMAP
color e4
echo Please drag and drop a map onto this batch file to generate an .ass file.
goto ENDPROC

:ENDPROC
color
echo on
@pause > NUL



makebots.bat.txt
 Description:
generate .aas files from .bsp maps.
rename to makebots.bat
 Filename:  makebots.bat.txt
 Filesize:  1.12 KB
 Downloaded:  145 Time(s)

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