Page 1 of 1

[mod]BSP edit 2 With tutorial

Posted: Thu Dec 01, 2005 3:10 pm
by Punk Rock0905
Well...seeing as how it will be an obsolete method of editing bsp once the new IMS is out...here is a tutorial.

PPF at bottom

BSP Editing
What you need:
-BSP Tools
-Hex Workshop
-Some knowledge about how to edit hex

Getting Started
Well first have 3 copies of your map, for example
Image
OMG I use dothalo, what a nub
Open the original map in glitchy's bsp tools, extract the bsp.
Open (for this example) Coagulation2 in glitchy's bsp tools, flatten map without collision to 0.
Open (for this example) Coagulation3 in glitchy's bsp tools, flatten map with only collision to 0.

Now since you have hex workshop installed, right click coagulation.map and say hex edit in hex workshop, or open hex workshop in some way. Go to tools->compare->Compare Files, and select coagulation, and coagulation2.

Here is where it gets tricky, you know those models you extracted? Well in hex workshop lower right it is gonna have an equal amout of "replaced" thins than the amount of models. The models go in order, so the first replaced is mapmesh0. Second is mapmesh0, so on and so forth. Well since coagulation2 is the one without collision lowered, look at the hex. Every 2 sets of 4 has a float value, which can be found in the lower left. Now go 2 sets of 4 before the red. That float is the x value. After those 2 sets of 4 the next are the y. The final set are the z. It follows this throughout the whole map. So edit the floats as you please.

All I feel like explaining for now, since I know very little about the collision. But with coagulation 3 when you compare it with the original coag you will find where to edit the collision.


Now for the PPF

Posted: Thu Dec 01, 2005 3:15 pm
by Dragonleaderx
coo, gotta try

Posted: Thu Dec 01, 2005 3:16 pm
by shade45
nice tut

Posted: Thu Dec 01, 2005 3:20 pm
by deathbysn00sn00
whats on the ppf? can we see some pictures possibly? is it another hole? please tell me.

Posted: Thu Dec 01, 2005 3:22 pm
by Punk Rock0905
I extended and raised the banshee area, but didnt add collision out of laziness and lack of understanding of collision.

Posted: Thu Dec 01, 2005 3:24 pm
by boranes
nice one :wink:

Posted: Thu Dec 01, 2005 3:28 pm
by deathbysn00sn00
i'll extend and raise your banshee area....


...what?

ok well someone should add collision, or else. and then skin it so it still looks pretty, then add turrets and a jackal sheild, and some robots.

lool

Posted: Thu Dec 01, 2005 3:28 pm
by Skayter
wats IMS

Re: lool

Posted: Thu Dec 01, 2005 3:35 pm
by shade45
"Skayter" wrote:wats IMS
insolence map studio

Posted: Thu Dec 01, 2005 8:13 pm
by TunesRus90
wait is the new IMS gonna have the BSP values in a IFP format?

Posted: Fri Dec 02, 2005 2:10 pm
by biff
Ok you said go 2 sets of 4 before the red and so on.

I just want to make sure Im reading this right, so what you mean is this:

The first(2 sets of 4) are in the white area of hex.

Then the 2nd and 3rd (2 sets of 4) are in the red highlighted area right at the beginning of the red highlight??

If this is not what you meant could you be just a tiny bit more specific.

Thanks,


Oh and thanks for the beginning tut to point us in the right direction.

Posted: Sat Dec 03, 2005 6:20 am
by looknbarrel
Punk you need to give a better explantion of the whole 2 sets of 4 thing. A byte is two number/letter things that looks like this "45" and a word is 2 bytes which looks like this '4567" and then a qword is 2 words which looks like this "0900 0680". When looking for floats just check every 4 bytes by highlighting it or clicking in front of it and it will say if it has a float value and in models its gonna be x,y,z cords

Posted: Sun Dec 04, 2005 7:25 pm
by nateharner
Actually, a qword would be 4 words or 0000 0000 0000 0000. A dword is two words or 4 bytes, or 0000 0000. Just wanted to clear that up. - Nate