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 especially bad because many of the entities are out of date and, in some 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