Irrlicht co-ordinates versus bsp map co-ordinates?

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jack
Posts: 13
Joined: Tue Oct 30, 2007 7:48 pm

Irrlicht co-ordinates versus bsp map co-ordinates?

Post by jack »

Hi,

I'm trying to interface with an AI client to generate non-player character movement. I think the co-ordinate system we are using is different as the AI spawns in random places behind the actual map (ie in the void).

I suspect the bsp co-ordinates are different to the irrlicht co-ordinates. i.e. the bsp map coordinates specifying the spawn points. Does anyone know how I might resolve this issue?

Thanks very much.

- Jack
bitplane
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Post by bitplane »

If you've saved the spawnpoints into the BSP in one of those Quake editors, you can get the information back out again. Is this what you're doing?
If not, have a look at the Quake map shader example
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Dark_Kilauea
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Post by Dark_Kilauea »

Heads up, in Quake based games, positive Z is the "up" axis.

You may need to rotate all your AI spawns so that "up" is with the positive Y axis.
rogerborg wrote:Every time someone learns to use a debugger, an angel gets their wings.
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