PMI BSP?

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reanimation-06





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PMI BSP?

Post by reanimation-06 »

How do you add a new section of BSP into another map?
Say, I wanted to add the base in Infinity to Death Island.
I haven't found any exact tutorials on this yet here.
And once added, how would you edit that BSP.

+ For machines (such as level/a30/beamemitter or doors), how would you add them to a map after PMI (convert to scenery?), and make them move/close?
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Post by Philly »

I'm really tempted to say 'Custom edtion' in big bright red letters, but that wouldn't answer your question, so:

Conure

That's your answer. :)
For anybody still wondering where FTD has gone, here it is.
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Post by reanimation-06 »

Is this illegal or something?
Seems like you know it too, but you didn't say how.
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Post by Philly »

Adding machines and BSPs that sync online would really be a CE thing, I think.
For anybody still wondering where FTD has gone, here it is.
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Post by DeadHamster »

CE is the only way to add a bsp, you can replace it, but adding is only possible with CE.
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Post by reanimation-06 »

How would you replace the BSP?
And regarding the machines, I presume they can only move and such in CE only?
But then how does the beam emitter fire every min or so in Infinity?
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Post by DeadHamster »

I believe machines do not work in multiplayer, I dont know why.

And for BSP conversion, search for a tut. SP-MP
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Post by Pepsi »

and the final correct answer on this is in fact CE>PC.

Theres two ways of going about this. Building your own custom BSP itself and turning existing BSP chunks into scenery itself or tagging a existing BSP with what new iems you want in it. There are tags for thoes infinity bases and you place them just like scenery.

I looked for 10 mins of this pic I had with the TaR in the sky over BG and could only find the one of the bitmaps corrupted in the Redux WIP but thats how we did it and it was simple.

As far as machines working in PC i havent seen a issue with them cause the beam emitter in infinty is in fact a machine but its on a spawn time. machines like doors and what not may involved some custom scripting for MP end but i cant say 100% if it would or not.

But yea, the BSP deal is going to have to be done in CE. Trying to do it another way is going to be like trying to reinvent the wheel or using HMT to swap dependacys. Sure it can be done, but the ammout of time and effort placed into doing that way is so counter productive.
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Post by DeadHamster »

swapping dependancies in HMT is easy as hell pepsi, just a simple batch extract, re-write a couple XML's and rebuild, take about 5-6 minutes. HHT is faster, but also slightly more limited.

But everything else in that post is dead-on.
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Post by Pepsi »

DeadHamster wrote:...5-6 minutes...
I lol'd. Also, did you remove me off Xfire? :cry:
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Post by reanimation-06 »

Pepsi wrote:and the final correct answer on this is in fact CE>PC.

Theres two ways of going about this. Building your own custom BSP itself and turning existing BSP chunks into scenery itself or tagging a existing BSP with what new iems you want in it. There are tags for thoes infinity bases and you place them just like scenery.

I looked for 10 mins of this pic I had with the TaR in the sky over BG and could only find the one of the bitmaps corrupted in the Redux WIP but thats how we did it and it was simple.

As far as machines working in PC i havent seen a issue with them cause the beam emitter in infinty is in fact a machine but its on a spawn time. machines like doors and what not may involved some custom scripting for MP end but i cant say 100% if it would or not.

But yea, the BSP deal is going to have to be done in CE. Trying to do it another way is going to be like trying to reinvent the wheel or using HMT to swap dependacys. Sure it can be done, but the ammout of time and effort placed into doing that way is so counter productive.
So how would you do that? Extract the beamemitter from Infinity and have it work in another map.
Edit: Tried extracting beamemitter from a30 to DeathIsland. The blast does not move. It simply stays in one spot. Any way to fix that without CE?
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Post by DeadHamster »

Pepsi, I'll say it before he gets here and does himself
andrew_b wrote:So, modding isn't about quickness, it's about modding
Or something like that.


And of course I didnt remove you of Xfire, I just havent been on my computer at all lately. I'll go log onto it right now though.

Oh, and I have a ghetto way to make that work, I believe the device shoots a projectile yes? Im sure of it, PMI the projectile into a map, duplicate a frag grenade or something like that, place the frag in with sparkedit, set the respawn times to however long you want the beam to wait before shooting, then swap the beam for it.



That might sound really hard, but It wouldn't be too difficult methinks.
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