It's just because not all the information in the original .vmf is created
(with a 1:1 ratio, at least) in the bsp. For example, brush faces facing the
void (not visible to the player) are cut out entirely so the decompiler
literally has to guess what the brush looked like. Goldsrc maps are
especially bad because many of the entities are out of date and, in some
cases, aren't even supported by Hammer anymore. Conceivably an older version
of Hammer would be better, but it wouldn't improve the quality of the
decompilation, and it very likely wouldn't be worth the effort to acquire
and attempt to use an incredibly old version of hammer.

On Mon, Aug 3, 2009 at 10:42 AM, Soda Bob Curtis <[email protected]>wrote:

> Because of the decompilers, or the newer versions of Hammer?  Would an
> older version of Hammer help here?
>
> Bob.
>
> Joe W-A wrote:
> > That works terribly for goldsrc maps.
> >
> > 2009/8/3 Soda Bob Curtis <[email protected]
> > <mailto:[email protected]>>
> >
> >     >
> >     > This is an existing OP4 map (.BSP) that I don't have the source
> >     for, and I'm
> >     > NOT USING HAMMER.
> >     Use a tool to decompile the original .bsp file into a
> >     .vtf/.rtf/.map file...
> >
> >     http://developer.valvesoftware.com/wiki/Decompiling_Maps
> >
> >     Then use Hammer.
> >
> >     :)
> >
> >     Bob.
> >
> >     Ook wrote:
> >     > I thought I made it clear I was doing this by editing the
> >     entities in an
> >     > existing .BSP. I guess I wasn't clear enough because based on
> >     the replies
> >     > I'm getting, not one you realizes that. I'm sorry for not being
> more
> >     > specific.
> >     >
> >     > This is an existing OP4 map (.BSP) that I don't have the source
> >     for, and I'm
> >     > NOT USING HAMMER. I extract the entities, make the desired
> >     changes, and
> >     > import the entities back into the .BSP. This basically means you
> >     can't touch
> >     > any brush based entities, and can only add/edit/delete point
> >     based entities.
> >     > There are some exceptions - you can add a trigger_teleport, for
> >     example,
> >     > without associating it with a brush. When you do this it acts
> >     like a point
> >     > entity.
> >     >
> >     > This is typically done to add/edit/delete sprites, teleports,
> >     spawn points,
> >     > weapons, etc.
> >     >
> >     > So, given the above limitations, how do you add a static
> >     non-rotating sign
> >     > to a map? I know it can be done - I've seen it. And you don't do
> >     it with
> >     > sprites because what I saw years ago was not rotating. A sprite
> >     rotates to
> >     > face the viewer. I've searched all over and I can't find out how
> >     this was
> >     > done nor can I find the map. Someone had taken a map and added a
> >     > non-rotating sign advertising their server, and they did it by
> >     modifying the
> >     > entities and importing them back into the map.
> >     >
> >     >
> >     >
> >     >
> >     >
> >     >
> >     > ----- Original Message -----
> >     > From: "Nathan West" <[email protected]
> >     <mailto:[email protected]>>
> >     > To: "Discussion of Half-Life Mapping"
> >     <[email protected]
> >     <mailto:[email protected]>>
> >     > Sent: Saturday, August 01, 2009 8:52 AM
> >     > Subject: Re: [hlmappers] How to hack an image into a map?
> >     >
> >     >
> >     >
> >     >> If you want just the image pasted on a brush, use the decal or
> >     overlay
> >     >> tool
> >     >> to place it.
> >     >>
> >     >> On Sat, Aug 1, 2009 at 9:31 AM, Niels Gade <[email protected]
> >     <mailto:[email protected]>> wrote:
> >     >>
> >     >>
> >     >>> You can edit brush faces by pressing Shift + A and then
> >     selecting the
> >     >>> face
> >     >>> you want to change. Follow this to create a custom texture.
> >     >>> http://developer.valvesoftware.com/wiki/Creating_a_Material
> >     >>>
> >     >>> 2009/8/1 Tobias Kammersgaard <[email protected]
> >     <mailto:[email protected]>>
> >     >>>
> >     >>>
> >     >>>> WHY DON'T YOU JUST APPLY IT TO A BRUSH AND STICK IT TO THE
> >     WALL LOL OUT
> >     >>>> LOUD
> >     >>>>
> >     >>>> /ScarT
> >     >>>>
> >     >>>>
> >     >>>> 2009/8/1 Nathan West <[email protected]
> >     <mailto:[email protected]>>
> >     >>>>
> >     >>>>
> >     >>>>> While I honestly don't know, I would think a decal or
> >     overlay placed
> >     >>>>> on
> >     >>>>>
> >     >>>> an
> >     >>>>
> >     >>>>> invisible or nodrawed brush would do the trick. Also, I know
> >     source
> >     >>>>> supports
> >     >>>>> alpha channels in surface textures (there's a railing
> >     texture that's
> >     >>>>> invisible between the rails), so perhaps you could create a
> >     material
> >     >>>>>
> >     >>>> using
> >     >>>>
> >     >>>>> your image on a transparent background and apply that to a
> >     brush.
> >     >>>>>
> >     >>>>> On Sat, Aug 1, 2009 at 12:47 AM, Ook <[email protected]
> >     <mailto:[email protected]>> wrote:
> >     >>>>>
> >     >>>>>
> >     >>>>>> I have a map that I have modified extensively by modifying the
> >     >>>>>>
> >     >>>> entities.
> >     >>>>
> >     >>>>> I
> >     >>>>>
> >     >>>>>> would like to add a static image to the map. I can do this
> >     with a
> >     >>>>>>
> >     >>>> sprite,
> >     >>>>
> >     >>>>>> but the problem is that it "rotates" to face the viewer. Is
> >     there a
> >     >>>>>>
> >     >>> way
> >     >>>
> >     >>>>> to
> >     >>>>>
> >     >>>>>> stop it from rotating?
> >     >>>>>>
> >     >>>>>> Many years ago I had a modified map - crossfire or snark_pit,
> I
> >     >>>>>> think
> >     >>>>>>
> >     >>> -
> >     >>>
> >     >>>>>> that
> >     >>>>>> someone had added signs to the map by adding/editing
> >     entities. They
> >     >>>>>> appeared
> >     >>>>>> as static, non-rotating images on the wall. How do you do
> this?
> >     >>>>>> Since
> >     >>>>>>
> >     >>>> I'm
> >     >>>>
> >     >>>>>> editing the entities, I obviously can't just add a brush
> >     and stick
> >     >>>>>> on
> >     >>>>>>
> >     >>>> the
> >     >>>>
> >     >>>>>> wall and apply my texture to it.
> >     >>>>>>
> >     >>>>>>
> >     >>>>>> _______________________________________________
> >     >>>>>> To unsubscribe, edit your list preferences, or view the list
> >     >>>>>>
> >     >>> archives,
> >     >>>
> >     >>>>>> please visit:
> >     >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >     >>>>>>
> >     >>>>>>
> >     >>>>>>
> >     >>>>> _______________________________________________
> >     >>>>> To unsubscribe, edit your list preferences, or view the list
> >     >>>>> archives,
> >     >>>>> please visit:
> >     >>>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >     >>>>>
> >     >>>>>
> >     >>>>>
> >     >>>> _______________________________________________
> >     >>>> To unsubscribe, edit your list preferences, or view the list
> >     archives,
> >     >>>> please visit:
> >     >>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >     >>>>
> >     >>>>
> >     >>>>
> >     >>> _______________________________________________
> >     >>> To unsubscribe, edit your list preferences, or view the list
> >     archives,
> >     >>> please visit:
> >     >>> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >     >>>
> >     >>>
> >     >>>
> >     >> _______________________________________________
> >     >> To unsubscribe, edit your list preferences, or view the list
> >     archives,
> >     >> please visit:
> >     >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >     >>
> >     >>
> >     >
> >     >
> >     > _______________________________________________
> >     > To unsubscribe, edit your list preferences, or view the list
> >     archives, please visit:
> >     > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >     >
> >     >
> >     >
> >
> >     --
> >     Bob Curtis
> >     http://www.sodabob.com/
> >
> >     "The powers delegated by the proposed Constitution to the federal
> >     government, are few and defined. Those which are to remain in the
> >     State governments are numerous and indefinite. The former will be
> >     exercised principally on external objects, as war, peace,
> >     negotiation, and foreign commerce..."
> >
> >       -- James Madison, Federalist No. 45
> >
> >     _______________________________________________
> >     To unsubscribe, edit your list preferences, or view the list
> >     archives, please visit:
> >     http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
>
> --
> Bob Curtis
> http://www.sodabob.com/
>
> "The powers delegated by the proposed Constitution to the federal
> government, are few and defined. Those which are to remain in the State
> governments are numerous and indefinite. The former will be exercised
> principally on external objects, as war, peace, negotiation, and foreign
> commerce..."
>
>   -- James Madison, Federalist No. 45
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlmappers
>
>
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