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Looking at BSP in H2G

Posted: Mon Oct 01, 2007 10:01 am
by bumlove
In my quest to make delta tower 03 work I realized this:
H2C and H2G conversions go as follows
1 you break down the base map
2 you extract the BSP data (and light) from your map of choice
3 you tell the basemap to use your extracted BSP
4 you rebuild

So before you had a map with 1 mach in it now you have all the machs from the bsp(extracted) so the extracted bsp contains almost everything (well durr)

Now I decided to look at the extracted BSP in H2G (I was looking to try remove the gondolas) there is one section that caught my eye BSP scenary pallet, now theres stuff in there that looks like 3D modeling stuff
Below this I found BSP scenary placement now this gives no coordinates but I notice it does say what object it is I noticed pedastal_bowl01 (there are 8 on map and there are 8 in here) these are not Blocs they are a solid part of the BSP

I have now deleted some random things from the pallet and am about to recompile the BSP meta and then recompile the map results pass or fail forth coming

Posted: Mon Oct 01, 2007 10:16 am
by JacksonCougAr
Yea, unfortunately I discovered that all you edits have to be done before you rebuild or your in for hell. So make sure you have a fully working build with all the needed spawn before hand.

Posted: Mon Oct 01, 2007 10:44 am
by bumlove
thank you jacksoncougar I hadn't seen that info before
as for results well, I did make the conversion smaller and parts of the bsp were not there I think I went a bit too far with deleting stuff as parts of the bsp had lost there collision and corrupted graphicly I'm going to try again carefully removing things with a 1.2 ghz pc its a slow process
I think those in the know about 3D modeling should have a look at any BSP in H2G and see what they can make of the scenary placement bit

Posted: Mon Oct 01, 2007 11:33 am
by kibito87
scenery placement doesn't have anything to do with 3d modeling. Of course...the model of the scenery does but not much else. What exactly are you trying to do? Fromw what I can produce you are either trying to move or remove the scenery. Which should be easily done in a matter of minutes.

Posted: Mon Oct 01, 2007 11:56 am
by bumlove
I think you misunderstand me I was looking to make the BSP size smaller
I looked at the BSP in H2G (not visually just the data) and I found the above information If custom BSPs are to be made it will be these things that need to be looked at (I'm not talking about usual scenary that you can pick up and move around) In this section theres placements called internal walls and boulders things aren't moveable with current apps
Having said that this is beyond me and my crappy 1.2ghz pc, so I'll leave it at that but those with a better pc and abit of 3D modeling knowlage have a look

Posted: Mon Oct 01, 2007 1:48 pm
by JacksonCougAr
I can get you a delta towers 3 build if you want.

Posted: Tue Oct 02, 2007 5:52 am
by bumlove
thank you that would be good of you
I had it working with clean maps but then it was a complete byatch to work with after, so I did all the modding first and ended up with about 10 broken idents (most where just entitys fault although with one I dup'd a hlmt that I shouldn't of done) I've been trying decompile it I comes up with a couple of broken idents and then stops at the 158MB (decompiled) mark for a hour
is there anyway to inject good idents back in and what can be done about the extra Hlmt I shouldn't of added (just null it totally out?)

I figured out how you fix idents on ones that had lost their reflexives (give the ident a phoney thing to let the chunk cloner work and then clone the full reflexive from another map)and I got down to 5 broken Idents then another 30 jumped up at me and I get the feeling that this is only the begining im not going to get excited now untill I have one broke ident left and Im going to save that for a stable one any advice you could give to someone who has just figured all this crap out just now?