Doh, Spawn Points

WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
Well, in all my glory I compiled my map, just to realize.. I had forgotten to add all the spawnpoints.. >_<. So, back to hammer, add alot of spawnpoints and bring up batch compiler again.. since the bspprocess (leafthread) takes 13!! hours.. I decided (and hoped) I could get away by deselecting this process and hope that entities was handeled by another tool.. but.. I am starting to fear that this is wrong.

Does the bsp process handle the spawnpoints? =(

Comments

  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    i would advise not to skip any steps of the compile process.
  • ioprediopred Join Date: 2003-07-06 Member: 17965Members, Reinforced - Supporter
    Im pretty sure you can run just normal BSP on it, without anything else, but with the -onlyents command.. or is it -onlyentities.. meh, I forget, search for it, it only refreshes entities, doesnt touch anything else.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited February 2004
    To modify the existing entities, run hlcsg with -onlyents, you can't remove or add new entities with that method. If you modify lights, well, you'll have to run HLRAD again anyways because they are not dynamic and have to be precalculated again.

    Out from the ZHLT Docs:

    <!--QuoteBegin-ZHLT Documentation+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZHLT Documentation)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This option will take the entities from the .map file and update them into the bsp file. For the most part, entities can only be edited. Adding or removing any can reorder the other entities which frequently breaks brush based entities, especially triggers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    You can always use ripents to add the new spawnpoints if you don't want to recompile...

    <a href='http://www.joe.to/cstrike/ents/' target='_blank'>Here's a guide</a>.
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    thank you SO much mendasp. I'm in love with that advice (:
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    Hrmm... I thought you had to have compiled once with the ents, and then could update them with the quickness using that command. I didn't realize you could add ents...

    Things that make you go hmmmmmmmmmmmmmmmmmmmmmmmmmmm
Sign In or Register to comment.