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bsp injection possible?
Posted: Thu Dec 08, 2005 2:41 pm
by xzodia04
i was woundering if it is possible to inject a bsp into a map without the collision, ive searched the forums and i cant find anything saying how i have glitchy's bsptool but when i try 2 use it i just get an error. i no it must b possible since glitchy did it. can any1 help?
Re: bsp injection possible?
Posted: Thu Dec 08, 2005 2:41 pm
by Infern0
xzodia04 wrote:i was woundering if it is possible to inject a bsp into a map without the collision, ive searched the forums and i cant find anything saying how i has glitchy's bsptool but when i try 2 use it i just get an error. i no it must b possible since glitchy did it. can any1 help?
Not sure if it's possible, and i don't really expect it to be possible.
But if it is, hell has frozen over.

Posted: Thu Dec 08, 2005 2:43 pm
by xzodia04
if its not possible how did glitchly do it b4 he released his app
Posted: Thu Dec 08, 2005 3:42 pm
by jamesr66a
It's very possible, just hard at the moment.
Posted: Thu Dec 08, 2005 4:08 pm
by Fantom13
Injecting BSP without a new collision is simple. Injecting it WITH a new collision would be quite hard.
Posted: Thu Dec 08, 2005 5:02 pm
by Juniorman030790
It's possible but not publicly. So if you're not 1337 then keep dreaming.
Posted: Thu Dec 08, 2005 6:12 pm
by jamesr66a
Juniorman030790 wrote:It's possible but not publicly. So if you're not 1337 then keep dreaming.
Well manual BSP editing is possible through hex, and GlitchyGuardian's BSP tools works some times..
Posted: Fri Dec 09, 2005 9:45 am
by shade45
Right now its is possible to inject with collision but it has to be done by hand right now becouse there's no program to do it, so its very time consuming
Posted: Fri Dec 09, 2005 12:58 pm
by Talin64
I don't think glitchy injected a bsp.
You had better check your facts. Most likely it was a large model.
The fact is that nobody has even figured out the complete format of the raw bsp model data. That should really be the first task if you wanted to inject bsps from CE or H1.
Posted: Fri Dec 09, 2005 1:00 pm
by Fantom13
It is possible to use glitchies BSP tools to inject the bsp. Only collision is an issue.
Posted: Fri Dec 09, 2005 1:01 pm
by xzodia04
glitchly released a patch for coag and beaver creek a couple of months ago with a modified bsp(but with the same collison model) thats the kind of im going for
Posted: Fri Dec 09, 2005 1:32 pm
by jamesr66a
Talin64 wrote:
The fact is that nobody has even figured out the complete format of the raw bsp model data. That should really be the first task if you wanted to inject bsps from CE or H1.
Actually, in the SBSP tag, the verticies are stored in DWORD format. so an example would be:
067E 5342 38A4 2341 7496 5432
Ok, so the first set:
067E 5342
is the X coordinate.
The second set:
38A4 2341
is the Y coordinate.
The final set:
7496 5432
is the Z coordinate. This repeats until the end of that BSP model.
Now in OBJ format:
v 108942146 950281025 1956009010
^ That would be the first verticie hence the first line.
BTW all this knowlege was from Punk Rock0509
Posted: Fri Dec 09, 2005 1:33 pm
by Talin64
I just looked at glitchy's code he extracted, the verts and the indces and reimported into a new map. I think jefff did something similar already.
The problem is those maps have visibility issues. The other problem is there are 11 resources in the raw bsp data he only modifies/updates two.
jamesr66a you just described 1 of the 11, that format is called "32bit floating point"