Isn't this goldsource modding, though?

On Thu, Aug 6, 2009 at 12:30 AM, Nick<[email protected]> wrote:
> 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.
>>>>>> >     >>>>>>
>>>>>> >     >>>>>>
>>>>>> >     >>>>>> _______________________________________________
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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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>>>>>> >     >>>> please visit:
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>>>>>> >     >>>>
>>>>>> >     >>>>
>>>>>> >     >>>>
>>>>>> >     >>> _______________________________________________
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>>>>>> >     >>> 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:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers
>>>>>
>>>>
>>>>
>>>>
>>>>
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>>>> please visit:
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>>>
>>>
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>>>
>>
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>
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