Modifying existing maps? Created 17 years ago2007-02-02 18:59:41 UTC by happyman happyman

Created 17 years ago2007-02-02 18:59:41 UTC by happyman happyman

Posted 17 years ago2007-02-02 18:59:41 UTC Post #211453
I've searched the forums, and was unable to find an answer for this... So if you know of one, bear with me here...

I've noticed several maps that are basically classic maps, but some aspects of the architecture and layout are changed. So my question is... How is this done? Is there some way to open an existing .bsp in Hammer? Or is there some other program that converts it back to a workable .rmf? Any insight on the matter would be helpful.

It might also be helpful if I could get instruction on how to convert a .bsp from one HL mod to another (i.e., Day of Defeat to CounterStrike; Half-Life to The Specialists, etc.)
Posted 17 years ago2007-02-02 19:04:01 UTC Post #211454
BspTwoMap can be used to decompile maps for viewing in Hammer. However, most likely all those maps you saw were built from scratch (ie: Muzz's Uplink: Extended).

And to play a BSP from one MOD in another, you need the MOD's dll files to handle the entities in the map. Nothing has to be done to the actual BSP.
Posted 17 years ago2007-02-02 19:07:05 UTC Post #211455
Hmm, the unchanged parts seemed way to accurate and close to have been done from scratch, but, I suppose anything is possible... I'll try that.

And as for converting the maps... That's true, but I mean changing the entities themselves, such as removing the Flags in DoD and placing in Hostages for CS at some place in the map, but I suppose that can be done with the BspTwoMap?
Posted 17 years ago2007-02-02 19:14:40 UTC Post #211457
Decompiled maps are not re-compilable.
Posted 17 years ago2007-02-02 19:17:26 UTC Post #211458
Yes, it's possible to just edit the entities with some program, but I forgot the name of it... :
Posted 17 years ago2007-02-02 19:18:47 UTC Post #211459
Well that doesn't help at all. In fact, that only shows a way to view the .bsp in hammer, not a way to change it. Thanks for nothing, caboose.

And if you remember that program's name, let me know, srry
Posted 17 years ago2007-02-02 19:29:39 UTC Post #211460
Posted 17 years ago2007-02-02 19:32:48 UTC Post #211461
Thank you, that should come in handy. I'd always wondered what it'd be like for the Allies to overrun the Axis on cs_militia. :)
Posted 17 years ago2007-02-02 20:39:26 UTC Post #211462
Thanks for nothing, caboose.
Heh. And people wonder why the forums are becoming less and less helpful?
Posted 17 years ago2007-02-03 05:03:07 UTC Post #211484
Well perhaps if you had read the thread's title, and pieced it together with the question I had asked, you would know that I intended to re-compile, and you wouldn't have bothered to waste your own time by having to come back and post that. A simple "You can open it, but can't recompile it" along with explanation would've done fine.
Posted 17 years ago2007-02-03 05:40:23 UTC Post #211485
Happyman: I appreciate your ambition, but you should probably learn a little bit more about mapping in general before asking questions like this.

When you teach yourself how to map, the answer to your question will be apparent. ;)
Yes, it's possible to just edit the entities with some program, but I forgot the name of it...
Srry, you can just use hammer for that!

1. Decompile the map
2. open it up and change the enitites
3. compile with the -onlyents paramater under CSG

I did it before with one of WCD's maps to fix a path error. It worked, but he didn't like me editing his map! ;)
Posted 17 years ago2007-02-03 06:24:34 UTC Post #211487
I just use BSPTwoMAP and then recreate the solids, making them larger and without errors. Then, if need be, I add some entities.
Posted 17 years ago2007-02-03 06:37:25 UTC Post #211489
The legality of this all comes into question, particularly if you're ripping off work from a mod to shove it into another mod. Map owners don't exactly like their work being mangled.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-03 07:43:10 UTC Post #211496
You're right. And if I see you stealing any kind of work, you'll soon find me stalking you, and eventually I'll behead you and post a picture of it in this very thread as a warning to all other inspirationally challenged mappers. Yeah.
Posted 17 years ago2007-02-03 08:27:25 UTC Post #211503
Well, what would the original HL maps come into, then? Various people have used them in their mods, and Valve doesn't seem to mind. I would have issues with using stuff from other mods without permission.
Posted 17 years ago2007-02-03 08:32:55 UTC Post #211504
I think they pay for licensing. :
Posted 17 years ago2007-02-03 09:15:32 UTC Post #211509
Posted 17 years ago2007-02-03 09:18:25 UTC Post #211511
I know, but I can't be too harsh, since I was the exact same way when I started mapping! :P
Posted 17 years ago2007-02-03 09:19:43 UTC Post #211512
If people have used the original HL maps in proper mods, it generally means they've rebuilt it. From scratch.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-03 09:33:40 UTC Post #211517
Posted 17 years ago2007-02-03 09:44:25 UTC Post #211518
I didn't mean changing maps, I meant asking questions about things that I never took any time to think about--or be rational about--, and being otherwise over zealous as a stupid new mapper. :)

Example: I started mapping trying to make complicated func_vehicles in and other weird stuff in cs, before I could even complete a simple map!
Posted 17 years ago2007-02-03 10:46:27 UTC Post #211527
Posted 17 years ago2007-02-03 11:10:35 UTC Post #211531
Are all noobs a form of cyclops? ;)
AJ AJGlorious Overlord
Posted 17 years ago2007-02-03 11:20:11 UTC Post #211532
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