Page 1 of 2

Putting 1 BSP into another one?

Posted: Sat Nov 25, 2006 9:17 pm
by newser10591
I was thinking today that i would like to make a mod for pc and my friend had an idea were hang em high was inside bloodgulch like you could reach hang em high from the bloodgulch caves and i wondered where could i start to do this or is there a tutorial on this subject :?:
any info would be helpful

Posted: Sat Nov 25, 2006 10:01 pm
by thephatpanda
I dont believe this is possible but try www.google.com

Posted: Sun Nov 26, 2006 12:10 am
by JK-47
Wouldnt work.

Posted: Sun Nov 26, 2006 12:53 am
by thephatpanda
JK-47 wrote:Wouldnt work.

Posted: Sun Nov 26, 2006 6:13 pm
by newser10591
Thanx for you help
but i was looking at the stuff you can do in sparkedit and theres an object to export the bsp as a obj file then i thought that i could do the same for a smaall map then merge the bsps in milkshape but my only flaw is how to insert the new bsp

Posted: Sun Nov 26, 2006 6:15 pm
by inferno
yes you could put too bsps together. but it would be very VERY hard and you would have too make what ever level you want too put into another in 3ds. you have too make it into a scenery convert too pc then pmi with all the shaders and stuff.. doubt youd want to go that far. :roll:

Posted: Sun Nov 26, 2006 6:17 pm
by newser10591
well can you at least tell me how to replace a current bsp with another one if there is a way just for testing purposes

Posted: Sun Nov 26, 2006 6:17 pm
by thephatpanda
And also make a whole in the cave just right or else you would see the outside of the map wich would look cheesy

Posted: Sun Nov 26, 2006 6:21 pm
by newser10591
well it wont because in hang em high all i would do would put the hole in the ceiling in to the cave so you would have to drop down or climb down by a ladder

Edit i have other ideas of getting into hangem high from bloodgulch so i probably wont use the cave

Posted: Sun Nov 26, 2006 7:06 pm
by JK-47
Yeah it is possible, but I don't think any human person could comprehend how many errors you'd have to fix. When sparkedit saves the BSP and you import it into 3DS, lots of things get messed up.

Posted: Mon Nov 27, 2006 3:16 am
by newser10591
thanx i found another route by going to custom edition instead and extracting the scenario_structure_bsp tag from the maps i need and useing bsp converter v2.5

Posted: Mon Nov 27, 2006 2:10 pm
by inferno
what is this bsp converter v2.5 you speak of :? sounds intriguing lol

Posted: Mon Nov 27, 2006 7:08 pm
by newser10591
Halo CE BSP Tag Converter V2.5

Made by: FireScythe
Based Upon: BSP Tag Converter V2 Source by Jahrain

E-Mail: [email protected]

Summary:
This BSP converter takes a Halo CE BSP in tag format, collects raw data from it and outputs an obj file usable in any compatable modelling program.

Because of small problems with V2, (bitmap extraction, errors when opening certain BSP's) I decided as a little project to re-make the converter from scratch in C# to make a more robust version.

I did use Jahrains source code (given to me when adding bitmap extraction for V2) as a reference so I hope he doesnt mind too much.

I ended up added other features to this one such as portal conversion, marker extraction, etc. so have fun with those.

Features:
- Perfect mesh conversion from tag to obj
- Full extraction of bitmaps used by the bsp
- Fully applied materials through the use of a .mtl file
- Optional seperate mesh by material
- Lens Flare Marker extraction
- BSP Marker extraction
- Portal Faces conversion
- Fog Plane conversion

BSP Conversion:
To convert a BSP -
1. Goto File-Open BSP
2. Select and open the BSP to convert
3. Select the options you want enabled
4. Click "Convert Model"

To import the BSP into 3ds Max -
1. Open 3ds Max
2. Goto File-Import
3. Change the file type to ".obj"
4. Select the newly created BSP mesh
5. When the import dialog box appears use the options as follows

Rotate Model - Unchecked
Texture Coordinates - Checked
Normals - Checked
Unify - Unchecked
Obj Smooth Groups - Unchecked
Smooth Group - 1
Vertex Scale - 1.0
Use Materials - Checked
Material Library - Use the filename under "Material Library"
on the BSP Converter
6. Click "OK"


Post BSP Conversion Script:
Included in the program is a max script utility that is used to import the lens flare and BSP markers. It is accessed by pressing the "Get Script" button in the menu bar.

The script also fixes texture viewing problems in 3ds Max by setting all materials to show in viewport and also sets all bitmaps to ignore the alpha channel.

To use the script -
1. Click the hammer tab on the far right of the screen.
2. Click the "MAXScript" button.
3. Click the "Run Script" button.
4. Select and open the script.
5. Re-select "BSP Post Script" from the utilities drop down list.

To fix the textures -
1. Select all of the objects
2. Click "Fix Materials

To import markers -
1. Set the desired marker radius
2. Click "Import"
3. Select and open the txt file made by the BSP converter

TO DOWNLOAD-http://hce.halomaps.org/index.cfm?pg=3&fid=2029

Posted: Tue Nov 28, 2006 4:15 am
by ajhayter
You could, if you took each BSP in 3ds Max and put them together. Way too much effort though.

Posted: Tue Nov 28, 2006 11:49 am
by newser10591
well aj i already have put the 2 bsps together in 3ds max but now i need to know the way to put the new one back into the map

Posted: Tue Nov 28, 2006 1:55 pm
by inferno
ok heres a tut!

Tutorial By unkown

converting a CE map to PC scenery
Ok this tutorial will require the following:
1. JMS File of the map
2. (Optional)Shaders and collision model of the map
3. Guerilla (HEK)
4. Tool.exe (HEK)
5. HaloMapTools (HMT)
6. Rebuilding Map Skills

How to convert a Halo Custom Edition map into a Halo Combat Evolved Multiplayer map.

First find a CE(Custom Edition) map you like. After you have found one contact the maker of the map or the team via Microsoft Network(MSN), AOL Instant Messenger(AIM), etc. Ask him/her for the JMS file of the map they made and the Shader folder and bitmap folder and collision model file. You require the CE map's authors permission to port their map.
Assuming you have the Shaders folder and the bitmaps folder and coll. model file, you can start. Make sure you set it up in the directory... X:\xxxx\xxxxxx\Halo Custom Edition\data\scenery\[map name]. Place the JMS file in a models folder inside the scenery map name directory. Open command prompt and type in cd..X:\xxxx\xxxx\xxxx\Halo Custom Edition. Once you have that done then you type in...
tool bitmaps scenery\[mapname]\bitmaps and then it will convert them to propper.bitmap tags in the tags folder. Now type tool model scenery\[mapname]\ then it will make a propper gbx model. Now copy the collision model file and the shader file and go to the main Halo CE route directory and go to tags>scenery>[mapname] and then paste the collision model and shaders in there. Open up Geurilla now and choose New>Scenery.

Set the model to the gbxmodel of the map, then go to collision-model and go and choose the collision model. Choose Save As and save it as [mapname].scenery. Now compile a normal Halo CE map and add the [mapname] scenery to the map in sapien and compile the map. After you have compiled the map open up the Halo CE map in Hex Workshop and change the 6102 to 0700. Open up the map in HMT and go down to scenery and then click scenery\[mapname\[mapname] and then recursively save it and keep clicking on continue and saving it then extract the raw models. There you go, you have the tags. Rebuild them into a map and then place the [mapname] scenery and move the spawn points and vehicles within the maps. There you go. You have successfuly completed a CE-PC conversion.

i didnt write that it was a ctrl+c then a ctrl+v and done!

got it from halopc.net :wink:

Posted: Tue Nov 28, 2006 2:30 pm
by newser10591
thanx inferno that might be what i need but i have the maxscript file to export to jms in 3ds max but it doesnt work correctly and i have no idea how to use it

Posted: Tue Nov 28, 2006 7:27 pm
by gh0570fchurch
You can't PMI bsp. This won't work. You could try it in CE, but that's complicated for a first mod.

Posted: Wed Nov 29, 2006 1:31 pm
by inferno
wtf church did you read more than the first paragraph!?!?!

we've already covered that much :roll: were currently on coverting a level too scenery then converting the scenery from CE to PC... :roll:

anyway

use the bsp extracter thing that newser10591 talked about above. it will convert a ce map too a .obj file. then in 3dsmax goto file > import > the obj. then save it as a max and export it :D then folow that tut i referenced above.

Posted: Wed Nov 29, 2006 4:27 pm
by gh0570fchurch
Well, I'm not going to read the entire thread when there's single posts with several paragraphs. When someone tries to help someone else, don't flame them like that. :roll:

EDIT: Reported as a minor flame.