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On Wed, Aug 5, 2009 at 9:09 PM, Ook<[email protected]> wrote:
> 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 especially bad because many of the entities are out of date and, in some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.
>>>> >     >>>>>>
>>>> >     >>>>>>
>>>> >     >>>>>> _______________________________________________
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>>>> > list
>>>> >     >>>>>>
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>>>> >     >>>
>>>> >     >>>>>> please visit:
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>>>> >     >>>>>>
>>>> >     >>>>>>
>>>> >     >>>>>>
>>>> >     >>>>> _______________________________________________
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>>>> >     >>>>> archives,
>>>> >     >>>>> please visit:
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>>>> >     >>>>>
>>>> >     >>>>>
>>>> >     >>>>>
>>>> >     >>>> _______________________________________________
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>>>> >     archives,
>>>> >     >>>> please visit:
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>>>> >     >>>>
>>>> >     >>>>
>>>> >     >>>>
>>>> >     >>> _______________________________________________
>>>> >     >>> To unsubscribe, edit your list preferences, or view the list
>>>> >     archives,
>>>> >     >>> please visit:
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>>>> >     >>>
>>>> >     >>>
>>>> >     >>>
>>>> >     >> _______________________________________________
>>>> >     >> To unsubscribe, edit your list preferences, or view the list
>>>> >     archives,
>>>> >     >> please visit:
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>>>> >     >>
>>>> >     >>
>>>> >     >
>>>> >     >
>>>> >     > _______________________________________________
>>>> >     > To unsubscribe, edit your list preferences, or view the list
>>>> >     archives, please visit:
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>>>> >     >
>>>> >     >
>>>> >     >
>>>> >
>>>> >     --
>>>> >     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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>>> archives, please visit:
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>>>
>>
>>
>>
>>
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>> please visit:
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>>
>
>
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