Re: radar locations
Posted by RadiKal on
Fri Feb 25th 2005 at 8:19pm
RadiKal
member
55 posts
265 snarkmarks
Registered:
Dec 24th 2004
Occupation: student
Location: USA
So I noticed that with the new update, it now shows what region of the map you're in next to the radar and says where you are when you give a radio command. Any idea how to define these regions yet?
Re: radar locations
Posted by wil5on on
Sun Mar 13th 2005 at 5:48am
wil5on
member
1733 posts
570 snarkmarks
Registered:
Dec 12th 2003
Occupation: Mapper
Location: Adelaide
Anyone please? I've got no ideas... theres no relevant brush ents.
Re: radar locations
Posted by RabidMonkey777 on
Sun Mar 13th 2005 at 8:01am
207 posts
603 snarkmarks
Registered:
Jul 9th 2004
Location: Denver, Colorado, USA
The locations are actually defined in the bot mesh, instead of within the map. It's rather simple how to add them, as well, but unfortunately, you can't add custom locations at this time.
Make sure you've generated your mesh first, with nav_generate
Then, set nav_edit 1 in the console.
Now, turn on the place display mode, or nav_toggle_place_mode. You should get a variety of squares (red) which are points in the bot mesh, which are marked as "Area X".
We can't label the places without setting the name, so set nav_use_place x in the console (You can scroll through the available locations by entering a letter and using the arrow keys.)
You're now ready to paint the locations. Set nav_toggle_place_painting in the console (Helps to bind this to something, you'll be using it a lot) and walk around, aiming the cursor at all teh squares for the particular zone. Then, set nav_toggle_place_painting again to turn it off, set a new place name with nav_use_place, and then move to the new area, and nav_toggle_place_painting once more. The squares you painted before turn blue. Now, all you have to do is repeat this process for each zone of your map. All unpainted squares without a name are red, squares in the current zone are green, and the painted squares not in the current zone are blue.
Once you're done save the mesh with nav_save and you're done!