So I made up a few brushes forming some geometry blabla...
Right now I can't decide whether I should clip all my walls (there are several levels in my map) to give them all the needed textures because I don't know if clipping those yet big and single brushes into many small ones makes it either more difficult for future bots to "understand" the level or takes the creation of the .aas-file to a lenght I had never known of and also didn't want to witness.
So: does clipping my walls into several sections (thus not deleting any of them but splitting them for texturing) will cause any trouble if I create the .aas AFTERWARDS? Or is it better to create the .aas BEFORE clipping the walls?
Last thing: if the before-choice is the one I should go for: is there a possibility to make the .aas on an old version of my map (where I hadn't clipped the brushes yet) and then just copy it into the final version of my map once it is done with texturing? The last question (unbelieveably) does make some sense though: all the brush creation is done it's just about the texturing from now on, and I want to do that as the last thing left, since I don't know much about bot navigation at the moment (except the very few basics like making the .aas-file) and I want to have my map finished so far before I start learning that stuff.
In case, anybody can help me: thanks a lot!
Many brushes equals stupid bots?
Many brushes equals stupid bots?
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: Many brushes equals stupid bots?
Create your map as you normally would, cutting brushes into separate chunks for different textures. Bots will understand what these are and it doesn't care what textures you stick on what walls and as long as the walls are coplanar, the bot will think of them as a single wall.
What bots may have trouble with are particularly complex bits of decorative brushes, usually smaller ones that get in the way of things. Cover these with playerclip to smooth out player movement. Optionally, you may want to create an even simpler botclip to really simplify things for bots.

It is possible to attach a separately compiled .aas to a .bsp, but it's rather complicated and for most maps, it's rather unnecessary. It's really useful on rather complicated terrain maps like Sock's Pyramid of the Magician, but that's 1/10th of a percent of the case.
Number of brushes does not necessarily mean stupid bots. Crazy angles and small decorative stuff sometimes may make stupid bots, but a bit of playerclip and botclip will solve most of those problems.
Read this:
http://cardigan.planetquake.gamespy.com ... otopt.html
What bots may have trouble with are particularly complex bits of decorative brushes, usually smaller ones that get in the way of things. Cover these with playerclip to smooth out player movement. Optionally, you may want to create an even simpler botclip to really simplify things for bots.

It is possible to attach a separately compiled .aas to a .bsp, but it's rather complicated and for most maps, it's rather unnecessary. It's really useful on rather complicated terrain maps like Sock's Pyramid of the Magician, but that's 1/10th of a percent of the case.
Number of brushes does not necessarily mean stupid bots. Crazy angles and small decorative stuff sometimes may make stupid bots, but a bit of playerclip and botclip will solve most of those problems.
Read this:
http://cardigan.planetquake.gamespy.com ... otopt.html
Re: Many brushes equals stupid bots?
Perfect! You just made my day ol' man!
Or saved my life and so on... anyhow... thanks! In the near future you shouldn't be bothered with any questions concerning bot optimization any more - at least not from my side due to that nice tutorial you've linked to right above!
There's a bot option for POM? Never realised that, but anyway: THAT terrain is AWESOME, I downloaded it a few weeks ago GODDAMMIT DOES IT LOOK GOOD! That means I will never ever get to that level of perfection regarding terrain building in the next few months or years
so maybe I just forget about that "adding old .aas to new .bsp" for now.
PS: Sorry for the "ol' man", you know I'm just kidding and I love you all
(by the way: why does this Smiley exist twice?)

There's a bot option for POM? Never realised that, but anyway: THAT terrain is AWESOME, I downloaded it a few weeks ago GODDAMMIT DOES IT LOOK GOOD! That means I will never ever get to that level of perfection regarding terrain building in the next few months or years

PS: Sorry for the "ol' man", you know I'm just kidding and I love you all

If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.