Even Another Question...

RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
<div class="IPBDescription">Converting existing bsps</div> We all say that you can learn something the fastest way if you look at the existing work itself. So, i wanted to convert the existing NS maps to *.map format to open them with Wordlcraft.

I use WinBSP to convert. It says waiting, then the status window gets flooded with the same message.

HL_SplitBrush: only on front
HL_CreateBrushes_r: WARNING node not splitting
(i mean, i get LOADS of this)

Please help anybody...

Comments

  • c4xc4x Join Date: 2002-10-16 Member: 1512Members
    First of all, WinBSP is far from perfect. NS maps are fairly large and complex and there could be a number fo things causing it to stop in its tracks.

    Second of all, there's nothing you can learn from decompiling a map that you can't already learn from the Valve-ERC or NS World. Decompiling someone else's work is not the way to learn. WinBSP does such a horrible job at it anyway that anything you wind up with is not going to match up at all with the original.
  • MonkeygetMonkeyget Join Date: 2002-02-27 Member: 254Members
    decompile mapas give poor results EXCEPTED for entities who still perfect.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Honestly, if you wanted to figure out how to do some cool entity sequence or get other ideas for how to make a killer map...just ask the official mappers. I don't think any of them would bite your head off if you wanted to know some of their trade secrets. Plus, there are fringe benefits to befriending these guys -- if you get on their good side, they may be more inclined to let you beta test, and they'll probably take your opinion more seriously if you give feedback on their map. And I really hate to say it, but you're probably more likely to win a mapper's respect by approaching him and asking about the map, than just sitting down and decompiling the map...
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    I know Exactly If someone came to me asking about a very specific part of my map I'm MORE then likely gonna cut that part out and send it to them (perhaps not the textures though thats the annoying part).
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Heh. It may be a fast way to swipe some brushes and entities, but there is no way you are going to learn anything from it. If you want to make levels, make levels. Visit tutorial sites, progressively teach yourself, and have fun with it. If you just want quick results, you're obviously in this with the wrong motive.

    By all means, study others' work... it will definitely be very beneficial. It's a great way to learn and grow. But please: do so in the actual game, rather than blatantly ripping the source out of the maps.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I learn from the mappers by sitting down and walking through their maps by myself on a LAN game. you really get a different view when you look at levels from that view. The really detailed spots you thought that were made of 10 brushes was simply some very neatly done texturing or good work of lighting. No need to deompile, just walk around in them.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited November 2002
    I'd much rather someone come and ask me how I did something than just tear into my map with a decompiler.

    Aside of that, I think Ken said everything I have to say.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    <!--QuoteBegin--ken20banks+Nov 10 2002, 10:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ken20banks @ Nov 10 2002, 10:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Heh. It may be a fast way to swipe some brushes and entities, but there is no way you are going to learn anything from it. If you want to make levels, make levels. Visit tutorial sites, progressively teach yourself, and have fun with it. If you just want quick results, you're obviously in this with the wrong motive.

    By all means, study others' work... it will definitely be very beneficial. It's a great way to learn and grow. But please: do so in the actual game, rather than blatantly ripping the source out of the maps.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ok, one thing, if you please. I'm NO mapper that makes cube shaped rooms with a light in it and copies everything from others.

    I have been making maps for Half-Life from the beginning and am no starter. I never copied ANY material from ANY other maps. Let it be a simple cube, i never copied!

    As for learning, let me say i learned most things by myself. Sometimes you gotta look into an advanced map. Anyway, thanks for ripping me down like this. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    sorry man, btw what was it you were interested in lookin at?
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Ah, a few minor things. Nothing really important. But it would be great if i would see the real thing. (eg. those electrical beams running up and down, is it only a texture or a func_conveyor?)

    Looks like i must get closely acquainted with the custom particel system...
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Use <a href='http://dynamic.gamespy.com/~quark/' target='_blank'>QuArK</a> to directly view a compiled .bsp file. You cannot edit it, but you <i>can</i> see how a certain effect is created.

    In this case I'd guess the electricity is created with a rendermode additive func_entity using the scrollarc texture.

    And I don't see anything wrong in loading a .bsp file to see how something was created, as long as you don't exactly copy it. There's a smaller barier to overcome then when you'd have to ask the mapper about every little detail.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    whats the bind that was for F7 that lets you edit the particle system? cuase i need to make some binds for this stuff. Heck someone posting there CFG from the nstr would be nice (because i can use an execute developer.cfg)
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    edited November 2002
    Jssmfulhud, I wasn't claiming you were going to copy and paste material from the maps into your own... It was a generalized comment in the first line (as I imagine it does happen a lot with others). Sorry if it came out this way. For clarification, the "rather than blatantly ripping the source out of the maps" was referring to the process of decompiling in general, not 'stealing' content.

    Though, if someone came up to you asking for help decompiling one of your own maps, wouldn't that just feel a bit... wrong?

    The entire concept of decompiling has never been something I've been very fond of, so you'll have to forgive me...

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyway, thanks for ripping me down like this. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    While I apologize if you were offended by my reply, you also have to realize that your original intentions to decompile the levels... offended me. It goes both ways, I don't just come on here to 'rip people apart' with no reasoning behind it. :|
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    I don't think WinBSP works at all for new levels created these days. I have tried to do it so many times with levels in dod and it never works. It's never updated...
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    edited November 2002
    I did manage to conver DoD maps with WinBSP. Quiet interesting. Though, yes, WinBSP makes A LOT of errors in the *.map file.

    Thank you for the Quark advice, though i usually use Worldcraft.

    As for offending, we're only human. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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