
Half Jaw
Joined: Apr 27, 2007
You did good, son. You did good.
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Posted: Mar 6, 2008 03:05 PM
Msg. 1 of 7
Is It Possible (Pretend i ripped hugeass's tags) to use the maps ripped scenario tag?
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bobbysoon
Joined: Feb 1, 2007
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Posted: Mar 6, 2008 03:47 PM
Msg. 2 of 7
That was more answer than he asked for. It's enough to rip the bsp. You don't have to bring it into max. Thats almost as hard as making a whole new map
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Half Jaw
Joined: Apr 27, 2007
You did good, son. You did good.
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Posted: Mar 6, 2008 04:38 PM
Msg. 3 of 7
i just want to modify the BSP.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Mar 7, 2008 03:52 PM
Msg. 4 of 7
Once you get it in max, select all vertices and weld Select all edges and make them Invisable Select Open edges and make those visable. Those will be lights (render only, not bsp collision), and where the +sky material should start
First detach the render only materials to a seperate object
Render only materials will be grouped together after collision materials. Add "!" to the render materials names. You can tell which materials are the render materials by their geometry. They aren't part of the collision geometry. They're usually just squares not attached to the bsp. There may be exceptions to that, but their being grouped together in the multimaterial should help you figure out which they are
Ladders will be duplicate faces, facing in opposite directions. The front facing ladder is render ("!"), the back facing is collision. Duplicate the ladder material, name as what you copied (probably beaver creek ladder), and add "^" (climbable) and "*" (collision only) to the 2nd ladder material's name
might want to detach the ladder geometry too
also detach portals, the cookie-cutter looking geometry with an unnamed material
with render geometry detached, when you select open edges, the only selected edges should be where the sky should start
to make a simply sky and seal the thing so it can be exported, extrude the open edges to zero, then move them straight up to however high you want it Press T for top view click View Align extrude to zero again click Collapse select the vertices in the middle of the sky's roof and collapse those select the extruded geometry make a new material named "+sky" give the selected sky geometry the +sky material ID
if all materials are set up correctly - render and ladder have their symbols in their names, and a bitmap is assigned to each diffuse, it should export and build just fine
Some maps don't let you have their texture coordinates, though. If the texturing is screwed, you gotta uv map the whole thing before it will build
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Half Jaw
Joined: Apr 27, 2007
You did good, son. You did good.
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Posted: Mar 9, 2008 05:21 PM
Msg. 5 of 7
Quote: --- Original message by: bobbysoon Once you get it in max, select all vertices and weld Select all edges and make them Invisable Select Open edges and make those visable. Those will be lights (render only, not bsp collision), and where the +sky material should start
First detach the render only materials to a seperate object
Render only materials will be grouped together after collision materials. Add "!" to the render materials names. You can tell which materials are the render materials by their geometry. They aren't part of the collision geometry. They're usually just squares not attached to the bsp. There may be exceptions to that, but their being grouped together in the multimaterial should help you figure out which they are
Ladders will be duplicate faces, facing in opposite directions. The front facing ladder is render ("!"), the back facing is collision. Duplicate the ladder material, name as what you copied (probably beaver creek ladder), and add "^" (climbable) and "*" (collision only) to the 2nd ladder material's name
might want to detach the ladder geometry too
also detach portals, the cookie-cutter looking geometry with an unnamed material
with render geometry detached, when you select open edges, the only selected edges should be where the sky should start
to make a simply sky and seal the thing so it can be exported, extrude the open edges to zero, then move them straight up to however high you want it Press T for top view click View Align extrude to zero again click Collapse select the vertices in the middle of the sky's roof and collapse those select the extruded geometry make a new material named "+sky" give the selected sky geometry the +sky material ID
if all materials are set up correctly - render and ladder have their symbols in their names, and a bitmap is assigned to each diffuse, it should export and build just fine
Some maps don't let you have their texture coordinates, though. If the texturing is screwed, you gotta uv map the whole thing before it will build is there an easier way to explain that?
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bobbysoon
Joined: Feb 1, 2007
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Posted: Mar 9, 2008 06:08 PM
Msg. 6 of 7
Here's what you do: rip the bsp with HEK+ use the BSP Tag Converter to make an OBJ from the bsp import the OBJ into Max fix the materials and geometry
when you get to the fixing-it part, refer to my previous post for tips on fixing it
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Half Jaw
Joined: Apr 27, 2007
You did good, son. You did good.
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Posted: Mar 10, 2008 01:08 PM
Msg. 7 of 7
Quote: --- Original message by: bobbysoon
import the OBJ into Max i get this when i try to import it. no appropriate import module found then it says improper file format. wth does that mean!?! i use gmax btw, does it have to be in 3DS Max? Edited by Half Jaw on Mar 10, 2008 at 01:18 PM
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