View Full Version : Turning a map to pure code??
sgtfrog
04-19-2009, 09:16 PM
I was wondering if there was a program that would just make a map to code and then could make it a map again it would be cool for capture areas were trying to edit converted cs maps but need capture area's for some and I don't really wanna have to remap the whole thing to add a few flags.
noddy
04-19-2009, 10:01 PM
look at bspedit for converting maps. you can see how it's done by looking at maps like dust that have been done already
sgtfrog
04-19-2009, 10:45 PM
Not that easy it usually messes up the map with a ton of errors and i don't wanna figure them out.
noddy
04-20-2009, 06:36 AM
sry then bud, if you can't be arsed then neither can I ;)
diamond-optic
04-20-2009, 03:04 PM
what do you mean 'pure code'...
like as in open it in notepad and edit the map?? theres no program and i doubt theres anyway to edit a map based purely on the 'code' ..if you mean convert a .bsp back to a .map/.rmf(i think thats it lol) that can be edited in hammer then be able to compile it back to a .bsp, you cant do that.. there isnt any program that can successfully decompile a bsp file in a proper error free way due to the way its compiled to a bsp in the first place
but what noddy said is the only way to do it without remaking the map from scratch.. use bspedit (or ripent if for some reason you dont like simple gui's) to edit the entities of the map and take out the cs specific entities and put in dod specific entities.. and the map wont end up with any errors when using bspedit unless you screw up the entity list format (such as leave out a bracket or leave out needed dod specific entities)
dodsynthetic
04-29-2009, 06:48 AM
haha There is a program (Win BSPC) that does revert a map back to an editable state but I suggests you have a good level of experience using Hammer and even more so a knowledge of compiler errors before attempting it should problems arise. It's not perfect but it's better than the one released by Valve. You can get it from my HL tools thread here --> http://dodplugins.net/forums/showthread.php?t=1522
noddy
04-29-2009, 07:10 AM
There is also BSPTwoMAP but as the guy posted he doesn't want to figue errors out.
The easiest option is bespedit. With a little bit of effort looking at a cs map and then the converted dod version it is easy to convert. I think he wants something that changes the entities for him.
sgtfrog
04-29-2009, 09:38 AM
There is also BSPTwoMAP but as the guy posted he doesn't want to figure errors out.
The easiest option is bespedit. With a little bit of effort looking at a cs map and then the converted dod version it is easy to convert. I think he wants something that changes the entities for him.
No I already use ripent and can add flags by code not a problem but the problem is the capture zones you can't make them in rip ent cuz there not entity's there blocks but in theory there must be a way to turn the map into code because seriously the computer reads the code does it not?? and guess what u can (can't believe i didn't think of this till now) but if u decompile the map to map file u can simply open it in notepad. I didn't bother trying it because to be honest (i didn't think it would be that easy).
=|[76AD]|= TatsuSaisei
05-01-2009, 08:27 PM
No I already use ripent and can add flags by code not a problem but the problem is the capture zones you can't make them in rip ent cuz there not entity's there blocks but in theory there must be a way to turn the map into code because seriously the computer reads the code does it not?? and guess what u can (can't believe i didn't think of this till now) but if u decompile the map to map file u can simply open it in notepad. I didn't bother trying it because to be honest (i didn't think it would be that easy).
The capture zone is known as a "brush" (solid) entity in hammer and as such becomes part of the geometrical makeup of the map. Decompiling the map using one of the above mentioned tools will produce a version slightly similar to the original but the problem arises in the fact that when the map is originally compiled the compiler does its thing and "reworks" your map into a format IT understands... and this is what you end up seeing when you "decompile" the map which is NOT hammer friendly ... even a skilled mapper will avoid working on a decompiled map ... you would simply have to "retrace" the entire map and that would be tedious.
All you CAN do is edit the entity list of the map which is readily accessible using bspedit or ripent.
Capture areas/points can NOT be added to any map once it is compiled into a .bsp without having and editing the pre-compile .map/.rmf file (you had it correct diamond) which are the "source" files native to hammer
the only other BETTER alternative is to simply learn to make a map and "remake" whatever map you are fond of...
meathead
05-02-2009, 03:19 AM
Basically he's asking how do I rip other peoples work and take credit. I like new maps, but this guy just wants to rip other maps and say " I made a map". It would be ok for just a personel server, but he is changing maps and just throwing them out there. Take a look at fps banana and the low quality, high quantity maps he is releasing.
Somewhere out there in Amxmodx land there is an actual map that is nothing but code. Not in what you would think. The map is 0 bytes in size, its an Amxmodx plugin that makes the map, its a dynamic map, no real detail to it, kinda a maze with spawn points that change every time the map is loaded. So its never the same. Kinda interesting, but if you search for dynamic map I think at Amxmodx you might find it and mod it to something in DoD. Dunno!
Cheers!
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