When the client connects to the server or the server changes maps, the server sends to the client the entity list from the map the server is running. So when you change the entities in the map, you don't need to distribute the map at all, you just need to put the map on the server. Note that this happens whether or not the map on the server has been modified - the entity list in the map the client has is always ignored.
This is an old technique, and we have used it a lot to modify a lot of maps. The c-maps and o-maps from HL1 and Op4, for example, are modified this way so that you can run them as a deathmatch map without having to recompile the map (recompiling an established and distributed map without renaming it is an extremely bad thing to do). Twiddler did it, I did it, and several others have done it sucessfully. Some of these maps are a lot of fun to play in deathmatch mode. ----- Original Message ----- From: "Soda Bob Curtis" <[email protected]> To: "Discussion of Half-Life Mapping" <[email protected]> Sent: Monday, August 03, 2009 11:49 AM Subject: Re: [hlmappers] How to hack an image into a map? > What I'm wondering is this: let's say you figure all this out, and > create your custom texture/sprite/overlay or whatever, and modify the > bsp to show it: how are you going to get it onto people's systems so > that they'll see it? > > Is this just handled by the game/server for some games? I'm used to L4D > which has no such system to /automatically/ download stuff onto a > person's system (instead you direct people to a download location where > they manually download it); in contrast, though, I */do/* remember > playing TF2 where custom maps and other stuff just kind of downloaded > (though quite honestly I find the auto-download thing annoying). Is the > game you're working with like TF2? If not, I doubt anyone would > knowingly download your modified map just to see your server ad. Also, > since your custom version of the map (with your server ad) will be > different than the one on a person's machine, will it require a full > download of the modified map just to play? If so, I'd be annoyed as > hell to wait for a custom map to download, to find out that all it did > was just add a server ad into the map. > > These are just some thoughts; I don't know the answer to any of these > questions, perhaps others do? > > Bob. > > Kenneth Swisher wrote: >> Upon researching.. I'm finding references to a Botman's util called >> Stripper2. Apparently used to add/edit/delete entities from a map. >> Never heard of until this moment (seems more like something server >> admins use, and I'm not in that realm). I'm seeing references to >> people spelling out words on the walls of maps, using this tool. >> Perhaps 'tis what you need? >> >> Alternatively..... >> >> Does the .bsp contain information on what textures are applied to >> given faces? I don't have access to one at the moment to check for >> myself. Reason for asking.. I'm wondering if, given the answer to my >> question is 'yes', that there wasn't some existing sign in the map >> (i.e., a "Beware of dog" sign) that the h4x0r could have just created >> a custom texture in the form of a server-advertisement, and was able >> to replace the in-use texture with the new one (either by changing the >> referened texture name, OR by overwriting assumed "beware_of_dog" >> texture with the image of their desire). >> >> >> >> Quoting Nathan West <[email protected]>: >> >> >>> 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 >>>> >>>> >>>> >>> _______________________________________________ >>> 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
