blender is incompatible with smd format. valve wants to make source
modding as costly and non transferable as possible.

On Wed, Aug 5, 2009 at 3:03 PM, Peter Enerccio<[email protected]> wrote:
> Try Blender
>
> 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 especially bad because many of the entities are out of date and, in some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.
>>>>> >     >>>>>>
>>>>> >     >>>>>>
>>>>> >     >>>>>> _______________________________________________
>>>>> >     >>>>>> 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
>>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
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>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers
>>>
>>
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>
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