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.map not .bsp :/

  • 28-06-2004 6:03pm
    #1
    Registered Users, Registered Users 2 Posts: 4,946 ✭✭✭


    Im having problems compiling a map, and im getting this error. Everything is set up to send the .bsp to the halflife folder, but i want it to compile it to the folder below. Since my reinstall of windows hammer wont do jacksh1t other than make the maps. I get this when i try to compile it.
    ************ ERROR ************
    Error opening C:\Documents and Settings\reddy\Desktop\maps\pants.bsp: No such file or directory

    its compiling it to a .map file and i have tried to make it compile to .bsp using different settings but i have had no luck - any ideas?


Comments

  • Registered Users, Registered Users 2 Posts: 3,945 ✭✭✭Anima


    Make sure all the settings of folders etc. are set up correctly in hammer. Theres got to be a mistake in there somewhere.


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    get a batch complier

    www.gracelessland.com

    hammer compiler is ****, also get zoners hl compile tools :)


  • Registered Users, Registered Users 2 Posts: 4,946 ✭✭✭red_ice


    yea, those tools did the trick! nice one :)

    2 Other problems that need sorting, then the maps done!

    1: No shadows what so ever - everything is using the zoner compilers too. Ive creatied a skybox(55 hollowed) and a box inside that box. Everything is still bright, which is the complete opposite to what im looking for. I need the room to be completely pitch black!

    2: I cant figure out what the armour_entity should be renamed to so i can get night vision apon spawn.

    When i have them two the map is sorted! :)


  • Registered Users, Registered Users 2 Posts: 4,946 ✭✭✭red_ice


    sorted the light thingy - apon reading the clipboard i noticed that zoners hl tools lights up the map if you dont put in anything to light it by default.

    So to sort that i put a light bulb in between the skybox and the room used for the map! All i need to know is how to make people spawn with nv goggles! then its done :D


  • Registered Users, Registered Users 2 Posts: 4,946 ✭✭✭red_ice


    even if i can make it so that one player on the map (the terrorist) cant buy anything that would do


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  • Closed Accounts Posts: 2,148 ✭✭✭angelofdeath


    as far as i can remember, i don't think there is a value you can put in for nv, defuse or ammo


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    ok i've decompiled deagle5 and fofund the game_equip_player entity, and bad news.. you cant equip nvg :(

    everything else is available tho, from pistols to longjump modules :)


  • Registered Users, Registered Users 2 Posts: 8,483 ✭✭✭Töpher


    Is it possible to decompile maps, say CS's aztec and then edit them and compile them again? I've only tried in Hammer before, which (obviously, I guess) never did it properly. :dunno:


  • Registered Users, Registered Users 2 Posts: 3,945 ✭✭✭Anima


    You can decompile maps using a program called Winbsp. Its not 100% accurate and its not possible to re-compile because of errors.

    There is a way to prevent your map from being decompiled however and some standard cs maps can't be decompiled because of this.


  • Registered Users, Registered Users 2 Posts: 8,483 ✭✭✭Töpher


    Ah yes (!), silly me, I tried that once or twice in college too (had forgotten about it!) but as you said, it left it impossible to recompile the maps. D'oh! The main error seemed to be not applying the textures, and not allowing you to apply any others if I remember correctly, but the overall map layout and design was there. Bah! :)


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  • Closed Accounts Posts: 2,148 ✭✭✭angelofdeath


    why would you want to recompile it anyway, i used winbsp all the time, but for learning purposes only, check an entities values or whatever


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    Originally posted by Anima

    There is a way to prevent your map from being decompiled however and some standard cs maps can't be decompiled because of this.
    -onlyents the map after the final compile


  • Closed Accounts Posts: 7,488 ✭✭✭SantaHoe


    Originally posted by Anima
    You can decompile maps using a program called Winbsp. Its not 100% accurate and its not possible to re-compile because of errors.
    Although you can clean up the bad geometry/borked entities if you're willing to spend a little time doing it.
    The textures never come out right either :(
    So unless you want an exact copy of certain areas, I'd say its better for your sanity to start from scratch :)

    I guess the original brushes were discarded when it got converted to bsp the first time, then winbsp just guesses what brushes to use and where based on the internal faces?
    Facinating program.

    Although can't you just open ready-to-play UT maps in UnrealED and feck about with them?
    Considering this, why do people care about their map being decompiled?


  • Registered Users, Registered Users 2 Posts: 5,645 ✭✭✭Shrimp


    hmm...


  • Closed Accounts Posts: 7,488 ✭✭✭SantaHoe


    Originally posted by Y o u s s e f
    hmm...
    Yeah, I didn't think you'd have anything to say on this thread tbh ;)
    But the spam marathon must go on regardless!!
    Doing a fine job there, you should post "LOL" to every thread on the humour forum, that's a time-honoured method.


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    You can decompile maps, fuck around with the entities and recompile it with -onlyents in the csg parameters..

    that wont give you any errors.

    http://countermap.counter-strike.net/Tutorials/tutorial.php?id=45


  • Closed Accounts Posts: 7,488 ✭✭✭SantaHoe


    Mmm just read that article, very cool stuff... *ponders the possibilities*
    BTW, when he says entities, does that also include brushes tied to entites like doors/buttons etc? .. ie. changing a func_door into a func_illusionary or breakable then recompile without needing to compile the geometry... or are we just talking point entities? :confused:


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    just point entities afaik.. but maybe brush entities, like func_bomb_target..

    not sure.. but it's worth a test :)


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