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closedEdit maps
Started by meathead on 03-20-2008, 07:39 AM
meathead
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03-20-2008, 07:39 AM #1

What program should I use If I want to edit a map like stuka and change the flags so they go all the way down to the ground? The only map experience I have was going thru mardy mouse's training files for hammer.rnThanksrnMeathead

Dr.G
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03-20-2008, 10:42 AM #2

Wilson made a simple guide somewhere here, but i cant remember where try and search on weapon spawns...rnrnThe two programs u need is BSPedit and BSPviewer

WARDOG
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03-20-2008, 09:35 PM #3

I'll give it to you done already if you want, mine has Americans though instead of Brits.rnrnElse use BSPedit, and BSP viewer. You don't need hammer.

meathead
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03-22-2008, 11:06 AM #4

Thanks war dog, we really like the british weapons though. I have bsp edit, but not sure how to change it. No luck finding a tutorial yet. Can anyone point me in the right direction? Do I just need to change these flag models?nn{n"origin" "2012 1942 -11"n"angles" "0 319 0"n"point_allies_capsound" "ambience/alliescap.wav"n"point_axis_capsound" "ambience/axiscap.wav"n"point_hud_icon_allies" "1"n"point_hud_icon_axis" "2"n"movewith" "flag_01"n"point_default_owner" "1"n"point_group" "flags"n"point_index" "2"n"point_win_string" "%p captured the %n for the %t"n"point_reset_model" "models/mapmodels/stuka_wflag.mdl"n"point_axis_model" "models/mapmodels/stuka_gflag.mdl"n"point_allies_model" "models/mapmodels/stuka_aflag.mdl"n"point_points_for_cap" "3"n"point_name" "Airstrip"n"classname" "dod_control_point"n}nnnEdit: ok, well now I see that only changes the picture of the flag. I think I need to change the z origins for the triggers?

N noddy
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03-22-2008, 06:59 PM #5

you need to change the origins m8rnrnI have one allready done if you want it brits v axis.rnrnthe bsp is available to download from my site rnrnhttp://www.fps-uk.net/downloads/Maps/dod_stuka_v1.ziprnrnyou can compare the 2 files in bsp edit so that you can see how it was done for future reference

meathead
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03-22-2008, 07:52 PM #6

Thanks Noddy. Now I can compare then and have learned another trick!

WARDOG
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03-26-2008, 10:11 PM #7

Open BSP edit, and Viewer at the same time, find the .bsp you want to edit.rnrnWhen in BSP viewer, and BSPedit, find the first flag which would be the first "classname" "dod_control_point"rnrn{rn"origin" "2012 1942 -40"rn"angles" "0 319 0"rn"point_allies_capsound" "ambience/alliescap.wav"rn"point_axis_capsound" "ambience/axiscap.wav"rn"point_hud_icon_allies" "1"rn"point_hud_icon_axis" "2"rn"movewith" "flag_01"rn"point_default_owner" "1"rn"point_group" "flags"rn"point_index" "2"rn"point_win_string" "%p captured the %n for the %t"rn"point_reset_model" "models/mapmodels/stuka_wflag.mdl"rn"point_axis_model" "models/mapmodels/stuka_gflag.mdl"rn"point_allies_model" "models/mapmodels/stuka_aflag.mdl"rn"point_points_for_cap" "3"rn"point_name" "Airstrip"rn"classname" "dod_control_point"rn}rnrnMove your view in BSPviewer as close to the ground as possible, where ever you want the flag placed, untill your view touches the ground in the spot where you want the flag placed.rnrnNotice the position #s in the left hand upper corner of the BSPviewer window.rnrnPosition: 2012 1942 -40 rnrnTo make this simple, -40 is the up down #rnrnthe other two are the left right or forwards backwards #srnrnNow, an origional stock map.bsp, will not use these exact #s in BSPviewer. You have to add, or subtract the BSPviewer #s from the origional .bsp origin.rnrnPay close attention whether you are adding or subtracting the # when you move your view, because the origional may have a -100 or +100 up down to begin with.rnrnSo say the origional is +100, but the ground in BSP viewer in my flag spot is -40, I would subtract 40 from 100, and that would be my spot 60.rnrnIf I had a # of +40, I would add that to 100 and get 140rnrnNow, to adjust the dod_control_point flag perfectly, you will raise it off the ground 5 or more, again - or + from the origional .bsp origion. You will have to play with this 5 or more# to get it exact if you want.rnrnSo to sum it up, I do the ground # check, and come up with -40 when at the ground, if I move lower or higher it might add or subtract, so pay attention to what the # is doing. I then back up 5 towards the sky, and come up with -35 now. I take that -35 and subtract it from 100 and we get the almost exact position for the flag 65, this will be your new # to replace in BSPedit. Same for the other origion #s.rnrnYes it's a bit tedious, but after some practice it's no big deal. Don't forget to save it in BSPedit when done, and make a backup if you screw it up.rnrnPS: You have a PM, let me know if the link is dead or not for savefile.com

Zor
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03-27-2008, 01:05 AM #8

Do a search for Ripent, thats the program you need to do most of the corrections that you will need in your bsp file without need recompile and other shit.rnrnCheers!

diamond-optic
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03-27-2008, 02:41 AM #9
Do a search for Ripent, thats the program you need
nnBSPedit is easier as its basically ripent with a windows gui

meathead
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03-27-2008, 07:29 AM #10

Thanks for all the info. All of you have been extremely helpfull during my first year running our server. With the plugins, tips, tricks and tweaks we have installed, our server is full most nights!

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