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
> >
> >
>
> _______________________________________________
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> please visit:
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>
>
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