cry of fear embedded bsp textures modification Created 2 weeks ago2024-09-01 18:56:15 UTC by TheHEX TheHEX

Created 2 weeks ago2024-09-01 18:56:15 UTC by TheHEX TheHEX

Posted 2 weeks ago2024-09-01 18:56:15 UTC Post #349117
i need to upscale the textures from the bsp maps and re embed them somehow but i dont know how. my attempts to decompile the maps failed so im stuck now. i just need to know how to accurately decompile the maps and then recompile them in a functional way... or i need to know how to force add the graphics into the existing bsp/replace existing textures inside bsp file and save it. HELP!
Posted 2 weeks ago2024-09-02 15:47:45 UTC Post #349119
It's going to be very tedious, I'd advise to not bother. If you change the resolution of a texture, you'll have to change so many other things in the BSP as well, i.e. scale down the UVs, which leads to more world polygons (they're subdivided every 240x240 texture pixels), and you never know if you're gonna run into lightmap limitations.

There is no such thing as an "accurate decompilation" because the BSP simply doesn't have much data. It has processed faces, but not whole brushes, best decompilers can do is guess. This means no clip brushes, sometimes no triggers either. If a face is optimised away and removed by the compiler, you cannot get it back. There's just not enough data in the .bsp, simple as that.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 weeks ago2024-09-02 16:58:03 UTC Post #349124
If the end goal is to upscale the textures, what you can do instead is to turn them into detail textures. there's a few ways to apply them back on the original faces, one of which is as follows: Tutorial: (Almost) correct detail textures for upscaling WAD textures
Posted 2 weeks ago2024-09-02 20:16:36 UTC Post #349125
sorry guys i forgot to say that im actually just reprocessing/denoising the textures ie: upscaling downscaling. the textures will be added back in at the same resolution.

so can anyone answer the original question?
Posted 2 weeks ago2024-09-02 20:20:15 UTC Post #349126
is there a way to force the game to use the wad textures instead of the bsp textures?

is there a way to force my textures into to bsp file and overwrite the originals?
Posted 2 weeks ago2024-09-05 11:07:32 UTC Post #349130
  1. Open command prompt.
  2. Use ripent to export a .wad file of the textures on the map:
    <path/to/ripent> -textureexport <path/to/bsp>
  3. Open the wad file in Wally. Note that there will be a lot of gaps of missing textures. That's normal, and mean those are "referenced" but not embedded into the bsp.
  4. Open the valid images in the wad and edit as you wish.
  5. Save the wad file when you're done, and close Wally.
  6. Use ripent again to import the edited wad file back into the bsp:
    <path/to/ripent> -textureimport <path/to/bsp>
As for those empty wad entries, try find them in one of the WADs in the mod folder, which the bsp loads externally. Edit them the same way with Wally.

Protip: you can copy and paste images into Wally (but I don't guarantee that it'd look good)
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