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. >>>>>> > >>>>>> >>>>>> > >>>>>> >>>>>> > >>>>>> _______________________________________________ >>>>>> > >>>>>> 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 > >
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