AI Paths in maps

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Ataraxia
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AI Paths in maps

Post by Ataraxia »

Yes Light, you told me they suck, but hell I'd like to know. If anyone can throw up some info/tuts on getting AI paths working on maps, I'd like to know about it. I'm currently making a new huge [21 squares and counting!] map, just because I miss mapping. Also, its somewhere new to play when I get back on the interstate.

If anyone can grab/write this info for me, I'd much appreciate it, even if it does turn out lame. I have a few ideas I'm toying with at the moment, one which is similar to the Bar-D moth truck on the ring road.

Thanks in advance for any help!

P.S. - D1VER, your little mapping section on the site was a god send. I lost my map bible ages ago, and I can't thank you enough! :D
DIVER
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Post by DIVER »

>Posted: Fri Oct 05, 2007 1:25 pm
...replying to the past.

I've ever spent weeks for AIpath/Camera.
As a conclusion, no clue.

http://www.h2.dion.ne.jp/~ruins/76lab/index.html
Your bible is here.

When I checked/modified single player mission of classic i76, there were lots of binary lines containing "maybe" camera/AI. But I hardly understand what those values mean.
Ataraxia
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Post by Ataraxia »

Yeah, I'm not dead yet.

Looking through the hex of the msn files, I noticed theres lots of 'follow', 'behave' etc. Still haven't worked out how it actually all comes together though. Anyone willing to slam some spare time into it with me? Got an old machine fired up and of course got a taste for the goddamn game again.

Feels good.
DIVER
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Post by DIVER »

>through the hex of the msn files

so you mentioned Nitro Maps...
i76 and nitro uses different hex values.
(anyways no clue for AI/Camera)

If hoppo were interested in making objects... eh just a guess.
I re-start maps.

>'follow', 'behave'
other values means basically coordinate and its curves like/following a road.
Problem is how to bind AI cars and its behavior.
I may work on i76(classic) mission calisto chase. (there are only 3 cars)
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