I use ripent to export/import entities. Stripper2 does this at runtime, so 
you don't have to actually modify the map.

I can add models to the map simply adding the entity to the bsp, so I'm 
pretty sure this will work. My current challenge is to create the model - I 
don't know milkshake very well, and I'm finding it less then intuitive to 
use.

Are there any other tools that can be used to make .MDL files for half-life? 
I just need a simple stinkin' model...


----- Original Message ----- 
From: "Kenneth Swisher" <[email protected]>
To: <[email protected]>
Sent: Monday, August 03, 2009 10:29 AM
Subject: Re: [hlmappers] How to hack an image into a map?


> 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 especially bad because many of the entities are out of date and, in some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
> 


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