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 especially bad because many of the entities are out of date and, in some 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
