Adding SBSP in other maps?

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developer





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Adding SBSP in other maps?

Post by developer »

hi all.i was just wondering is there a way to add second sbsp to a map.for example to add the bloodgulch's sbsp in the UI map , but to keep the old UI sbsp ? :)Btw Also i dont want to use ce :)
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Post by Tyler777 »

yes there is ways and why the fuck are u wanting to put a bg map or any map bsp in the ui? thats a project gona go wrong from the start so yeahy and yes there are ways to PMI another bsp but you need to use C#MT on mac to do it since it recursivly extracts the bsp
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Post by DeadHamster »

You have to use CE for this, because your not on a mac unless I'm mistaken one easy way to do this is to export it as an OBJ file using sparkedit, then making a piece of scenery with that as a model, put it into the map and convert it to PC.

This is also nice cause you can edit what the map looks like, or take parts and pieces from seperate maps and put them all together.

and the UI.map doesnt have any BSP, or any map.
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Post by Tyler777 »

DeadHamster wrote:the UI.map doesnt have any BSP, or any map.
i beg to differ it does so haave a bsp look at it in HMT or any modding app that can view tags
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Post by DeadHamster »

Isn't UI.map just the User Interface and crap like that?

I just checked it out, it has NO BSP, just a Giant piece of scenery (the ring), that's for the background of the main screen if i'm correct.

So there was no BSP, but there was some sort of map-stuff.
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Post by Tyler777 »

DeadHamster wrote:there was no BSP, but there was some sort of map-stuff.
yes there is! here is a screen shot

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Post by DeadHamster »

It might be a tag, but theres nothing in it. Open it in sparkedit, mac has one now right? And look. All there is in it is a piece of scenery, there's no BSP, theres no "level" to it, like if you open bloodgulch you can see the map, there's nothing for the UI.map
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Post by Tyler777 »

DeadHamster wrote:It might be a tag, but theres nothing in it. Open it in sparkedit, mac has one now right? And look. All there is in it is a piece of scenery, there's no BSP, theres no "level" to it, like if you open bloodgulch you can see the map, there's nothing for the UI.map
thats because its not a bsp like what you think of a level a bsp is Binary space partitioning it does not have to havea model <_< to be a bsp
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Post by Altimit01 »

BSP = binary space partition. Correct.

What a binary space partition actually means:
Slicing a 3D model into simple convex shapes, and storing that in a binary tree. It comes in handy for rendering complex shapes quickly, and also for quick collision detection (only testing within a small section rather than against the entire shape). So basically, the importance of having a bsp is it having a model. It's just fancier and takes a lot longer to generate.

The only reason for ui.map having a bsp is probably because it's treating ui.map as an actual playable map without any characters and lots of screen interfaces. Same goes for scnr. The bsp is basically empty.
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Post by bcnipod »

Tyler777 wrote:
DeadHamster wrote:there was no BSP, but there was some sort of map-stuff.
yes there is! here is a screen shot

Image
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Post by Patrickh »

First off, **** the UI BSP, just give blood gulch the ui sky and voila.
Second off, yes it's possible, conure has done a MP>UI BSP conversion (infinity i think, mb?)

So do that.
And he wrote a tut on rebuilding into UI.map, so maybe it's like a BSP conversion from there (could be wrong), it's over at HPC
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Post by Cryticfarm »

No he did B30 I believe. He even has a tut on halopc.
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Post by DECOY »

Not sure if i'm understanding correctly the original question, but yes you can combine BSP's into the same map. I have a version of boarding action with longest BSP as an interior section of each ship. You have to use CE first to build it.
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