Yes it is On Wed, Aug 5, 2009 at 3:56 PM, Peter Enerccio <[email protected]> wrote:
> 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 > > > > > > _______________________________________________ > 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
