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How do I get rid of some of the BSP?

Posted: Tue Dec 11, 2007 11:43 am
by Philly
Is it possible to use hex or something to delete part of the BSP structure? I don't want to have to go into CE to do this, that would be pointless.

Posted: Tue Dec 11, 2007 12:27 pm
by Cryticfarm
You can't, you can probably do something in hex, but I wouldn't go there, so 2 letters,
C
E

Posted: Tue Dec 11, 2007 12:57 pm
by bcnipod
no you can null BSP with a hex editor. tut:

Nulling BSP -Crypt

Here is a extremely easy way to take away the bsp from a map.

Tools needed:

Hex editor
Bloodgulch.map
Basic knowledge of hex editing

In a halo full version header, it tells you where certain things are within the map. It states that the bsp of a map begins at the offset of 0x00000800. The bsp size then continues for 0x00172800 ending at 0x00173600.

What we are going to do today is null out the bsp for the bloodgulch ground area. Nothing else (like the scenery, or weapons, etc.)
First off open up your hex editor (if you dont already have one try hex workshop)
Then goto the offset of 0x00000910
You will see '7F15' change that to '0000'

Re: How do I get rid of some of the BSP?

Posted: Tue Dec 11, 2007 12:59 pm
by Cryticfarm
Philly wrote:Is it possible to use hex or something to delete part of the BSP structure? I don't want to have to go into CE to do this, that would be pointless.
I think he wants, part of the bsp, not just part of it.

Posted: Tue Dec 11, 2007 1:14 pm
by bcnipod
well i just did that to put it out there, so in case he needs it.

Posted: Tue Dec 11, 2007 5:13 pm
by Tyler777
lol i can null out certain parts of the bsp in hex i can even make the bsp invisible

Posted: Tue Dec 11, 2007 8:13 pm
by conure
Tyler777 wrote:lol i can null out certain parts of the bsp in hex i can even make the bsp invisible
Good job, now go make a program that loads in recursive reflexives so you can get access to all the bsp parts.

Well while we wait for tyler to make this program i will explain to you why this is impractical.

1. How the bsp is composed you would have to manually rearrange the tris info inside of the proper reflexives, and there are literally thousands of these.
At this point it would be quicker to line the proper tricks in max and just compile it wit ha +seamsealer.

2. The visible bsp and collision are different reflexives and different techniques. The collision one has a really weird structure, it uses polies, lines, and other odd stuff. The model collision has same technique as bsp collision from the small research i have done on it, so break one break both.

3. This type of process realy would need to be automated but even then it would take forever due to the nature of the selection and rearranging of verts so that visible and collision lined up.


IMO you should jsut learn CE, it wont kill you and provides some things that it just isnt practical to do on pc (mind you not impossible). While i like to say a PC modder can do almost as much as a maker, this isnt the case unless you have access to programs that LET you do this.

Posted: Wed Dec 12, 2007 11:28 am
by Philly
The reason why I don't want to use CE is, a) I can't :P , and b) If I could be bothered to use modify content, wouldn't I make stuff myself?

Posted: Wed Dec 12, 2007 12:01 pm
by Tyler777
conure wrote:
Tyler777 wrote:lol i can null out certain parts of the bsp in hex i can even make the bsp invisible
Good job, now go make a program that loads in recursive reflexives so you can get access to all the bsp parts.

Well while we wait for tyler to make this program i will explain to you why this is impractical.

1. How the bsp is composed you would have to manually rearrange the tris info inside of the proper reflexives, and there are literally thousands of these.
At this point it would be quicker to line the proper tricks in max and just compile it wit ha +seamsealer.

2. The visible bsp and collision are different reflexives and different techniques. The collision one has a really weird structure, it uses polies, lines, and other odd stuff. The model collision has same technique as bsp collision from the small research i have done on it, so break one break both.

3. This type of process realy would need to be automated but even then it would take forever due to the nature of the selection and rearranging of verts so that visible and collision lined up.


IMO you should jsut learn CE, it wont kill you and provides some things that it just isnt practical to do on pc (mind you not impossible). While i like to say a PC modder can do almost as much as a maker, this isnt the case unless you have access to programs that LET you do this.
well mabee not that but i could try wrighitng an HMT plugin for bsp :D even tho i do not know ship about it (wrighting plugins)

i know aloughtt about bsp hex structure and thast how i do the stuff i do with bsps for demo atm i bet there would be a way to wright a colision compiler that makes jpt files then wright a tag /map compiler like tool
and use sparkedit to place stuff in the senerio

Posted: Wed Dec 12, 2007 12:31 pm
by Pepsi
Tyler777's Spell Checker wrote: Well, maybe not that, but i could try writing an HMT plugin for bsp, even tho i do not know ship about writing plugins.

I know alot about bsp hex structure and that's how i do the stuff i do with bsp's for demo atm. I bet there would be a way to write a collision compiler that makes "jpt" files, then write a tag map compiler like tool and use Sparkedit to place stuff in the scenario.

For those who aren't fluent in Tyler talk...

Posted: Wed Dec 12, 2007 4:13 pm
by Andrew_b
thanks for the translation pepsi

and philly...what about you b? i dont get it.