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 especially bad because many of the entities are out of date and, in some 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