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is it possible to...
Posted: Thu Apr 15, 2004 6:00 pm
by dilinator
is it possible to merge bsps together?? and if so, how hard is it to do, and if it is hard, is it possible to create a plugin to do it.
my idea was, if you have the information of the second bsp in the first, it would act the same...
also, is it possible to take info from one bsp and move it into another, or would you have to change loads and loads and loads of dependancies?
Posted: Thu Apr 15, 2004 6:04 pm
by VoiDeD
i dunno if this is possible, but who would want to convert bsp sections together??? i mean... it will seriously eat ur ram, and kill ur comp.
Posted: Thu Apr 15, 2004 6:05 pm
by maegus15
Not with HMT v3.5 it isn't. It might now be possible even with HEK.
Posted: Thu Apr 15, 2004 6:07 pm
by __Blaz0__
what hek?.. nothing is impossible. If you want to move the BSP mesh, do it. It can be done.
__Blaz0__
Posted: Thu Apr 15, 2004 6:11 pm
by VoiDeD
__Blaz0__ wrote:what hek?.. nothing is impossible. If you want to move the BSP mesh, do it. It can be done.
__Blaz0__
move?? were talking about combining bsp, u know a10_a & a10_b.
Posted: Thu Apr 15, 2004 6:11 pm
by dilinator
yeah, it probably would, but if you can merge them, then maybe you can edit info?
isnt the reason why you can only you use a_bsp becuase it has information that the others need but dont have? so you could take the necessary info, and merge it, and trash the rest.
also, is it possible to muilti-inject bsps, having more than one at a time.
maybe it is possible to load a bsp into the map, but not load it into the game, like the loading points in sp, without the loading, you are already there?
also, does anybody know what in the map know what calls the loading new bsp function in sp??
maybe something to find out.
also, i dont care if i cant do it in 3.5 i want to know if it is possible in theory.. where there is a will there is a way?
Posted: Thu Apr 15, 2004 6:14 pm
by __Blaz0__
ok, /me jumped out of his jeep here...
nm
Posted: Thu Apr 15, 2004 6:15 pm
by VoiDeD
but heres the funny part, when ur playin sp, and u get spawned in _a right? then u make ur way into the level and it loads _b into the game... whut happens to _a? my guess it that its ejected from memory, or else it would really lag... if so, then that means that _b would load the needed dependinces from _a... but its not in memory... so then why do we have errors when we load it in SE??
owww my brain hurts... this is complicated stuff..
Posted: Thu Apr 15, 2004 6:17 pm
by __Blaz0__
sounds like the trigger for next part could still be lurkin?
Posted: Thu Apr 15, 2004 6:22 pm
by dilinator
i say we get a team and sort this all out!
anyways, yeah, good point, where does it all go, the info is probably stored somewhere for usage until the level is unloaded, so, is there any way to find out these dependancies, and if yes, extract them from the bsp?
Posted: Thu Apr 15, 2004 6:26 pm
by maegus15
Yes it IS a trigger. Check on the veiw triggers mox. Then click on the one near the end of BSP 1. And wouldent the entire level of Halo be WAYYYYYYYYY big anyway? LOL IT WOULD BE THE COOLEST FLAG RUN EVER THOUGH!
Posted: Thu Apr 15, 2004 6:29 pm
by dilinator
hrm, is it possible at all to import a trigger, and if not, why not?
Posted: Thu Apr 15, 2004 6:31 pm
by VoiDeD
no u cant cause halos netcode doesnt allow triggers to be executed... at least thats whut ive heard.
PS: how many posts until jackel?
Posted: Thu Apr 15, 2004 6:40 pm
by dilinator
well, then is it possible that you can add or even remove something that loads the bsp? maybe a dependancy that even adds the bsp so it loads?
anyways, i think many people have said that the reason it wont work is because it has a dependancy that is in the a_ bsp but isnt in any of the others. well, is it possible to import this??
Posted: Thu Apr 15, 2004 6:44 pm
by VoiDeD
i got an idea.. extract the bsp for any level _a and _b then open the sbsp.xml file both of them and examine them... look at the differences.. then tell me whut u find.
Posted: Thu Apr 15, 2004 6:47 pm
by dilinator
well, i cant atm, im working on a very elaborate prank, and its 3:47 in the morning, 2 factors why i cant, could anybody else, if nobody does by tomorrow, then i definately will

Posted: Thu Apr 15, 2004 6:49 pm
by VoiDeD
its 11:49 here.. so i guess im gunna goto bed... so tell me whut u find tommorrow
Posted: Thu Apr 15, 2004 7:53 pm
by Khane
hmmmm maybe it's not the presence of a trigger that is causing the problem... maybe it's the ABSENCE of 1! The reason only _A bsp's load is because they don't need a trigger to load. The lacking of this trigger for _B bsp's is not letting them load properly, and since no bsp is loaded..........well, you get the picture. as for importing, this trigger wouldn't be a problem because EVERYONE always loads it at the same time, right when they join, new joiners would load it immediately as well, and then would be the same as everyone else. So we just need to import this trigger.......
Posted: Thu Apr 15, 2004 8:08 pm
by dilinator
erm, i dont think netcode supports this trigger!
but, there are two choices, we try and import a trigger into mp halo, (very unlikely) OR, we find a way to either, merge the bsps together, either, a+b or a+c or if needed a+b+c and then put them into a map.
OR (even better)
find the global information form the a_ bsps and import them into the other bsps if possible.
Posted: Thu Apr 15, 2004 8:13 pm
by DrAgOn3
im just confused