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moving bsp to centre on origin - also riddla
Posted: Fri Apr 22, 2005 9:13 am
by seremtan
Is there any way of moving a map to centre on the origin in the BSP? Reason I ask is I have a map riddla wants to use in Loki's Revenge but it's not centred (needs to be for that mod) and I've lost the .map file. And I'm not happy with my remake attempts.
I know there must be a decompiler out there somewhere but if it's anything like vmex it'll give me something useless for recompiling.
Thoughts? Suggestions? Hopes? Dreams? Pictures of grown men hugging other grown men wearing dresses?
Posted: Fri Apr 22, 2005 12:53 pm
by seremtan
It was a general question for everyone, and a (non-) progress report for you.
Posted: Fri Apr 22, 2005 1:01 pm
by Fjoggs
I'm most surely failing hard understanding your problem, therefore I'm going to make a complete bollocks suggestion.
Press "I" and drag that baby? xD
Posted: Fri Apr 22, 2005 2:07 pm
by obsidian
How about Q3Map2? ydnar added a decompile feature that's a big improvement from the old bspc bsp2map function, though not without some limitations (some items found in the map file are stripped from the bsp and can't ever be retrieved).
2.5.6 (2003-08-15)
- New: can convert BSP files to MAP files via -convert -format map. Note: not
perfect by any means, as certain pieces of data are irretrievably lost, such
as func_group entities (including terrain specifics), brush face texturing
info, and light/misc_model entities with Q3Map2-generated BSPs
Posted: Fri Apr 22, 2005 2:47 pm
by seremtan
OK, but how does it reconstruct caulk faces? Vmex (.bsp

.vmf decompiler for Source) simply creates a 1-unit high pyramid of nodraw behind every textured face (it's for learning purposes, really). Does q3map2 do the same thing? I can live without texture info etc. but brushes I can work with are kinda essential.
Posted: Fri Apr 22, 2005 2:49 pm
by seremtan
Fjoggs wrote:I'm most surely failing hard understanding your problem, therefore I'm going to make a complete bollocks suggestion.
Press "I" and drag that baby? xD
Hey, if there's a BSP viewer that lets you do this then save it, I'm all ears.
Posted: Fri Apr 22, 2005 2:52 pm
by bork[e]
Fjoggs wrote:I'm most surely failing hard understanding your problem, therefore I'm going to make a complete bollocks suggestion.
Press "I" and drag that baby? xD
All he has to work with is the .bsp, but that's all I'm really getting. :lol:
Posted: Fri Apr 22, 2005 3:29 pm
by pjw
seremtan wrote:OK, but how does it reconstruct caulk faces? Vmex (.bsp

.vmf decompiler for Source) simply creates a 1-unit high pyramid of nodraw behind every textured face (it's for learning purposes, really). Does q3map2 do the same thing? I can live without texture info etc. but brushes I can work with are kinda essential.
I've never actually used it, but I got the impression that it did a pretty decent job.
It's worth a try?
Posted: Fri Apr 22, 2005 3:41 pm
by Fjoggs
Yeah, q3map2 -convert saved my ass three times, when fjo3tourney1 got boned several times. It does a great job, altough you gotta clean up alot of textures etc

Posted: Fri Apr 22, 2005 4:44 pm
by obsidian
Yup, architecture wise, pretty much everything gets recreated as you made them, including patches. Just try it and see... you won't be disappointed.
Posted: Fri Apr 22, 2005 6:58 pm
by seremtan
bork[e] wrote:Fjoggs wrote:I'm most surely failing hard understanding your problem, therefore I'm going to make a complete bollocks suggestion.
Press "I" and drag that baby? xD
All he has to work with is the .bsp, but that's all I'm really getting. :lol:
OK, from the top. For a reason I forget now (ask riddla) all maps for Loki's Revenge CTF need to be centred on the map's origin. The particular map of mine he was after is a little bit off the origin so something or other doesn't work. I could fix it in a jiffy with the .map file, but I lost that, so all I have it the .bsp.
I'll give q3map2 a try. Thx Obsidian.