Years ago when I was curious about the .bsp format I wrote a tiny program to read HL .BSPs and spew a bunch of interesting information to a .txt file.
If you want to remake any textures to get the feel of the map true to the original, then you might want to concentrate on the ones that cover a large area, are easy to remake and look good(very deep textures do not look good, you should instead remake the detail with geometry; e.g. a good candidate here is wetwall3-big, and nos_grooved and a bad candidate is r25_silowall3)
The formating didn't survive very well posting onto the forums, but oh well; for ns_metal:
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
edited July 2012
<!--quoteo(post=1949590:date=Jul 7 2012, 02:51 AM:name=quazilin)--><div class='quotetop'>QUOTE (quazilin @ Jul 7 2012, 02:51 AM) <a href="index.php?act=findpost&pid=1949590"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Flight control part2... wip. Less time to work with atm, but it keeps coming.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1953053:date=Jul 22 2012, 05:27 PM:name=quazilin)--><div class='quotetop'>QUOTE (quazilin @ Jul 22 2012, 05:27 PM) <a href="index.php?act=findpost&pid=1953053"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some more WIP stuff... next to flight control and storage D.
quazilinJoin Date: 2002-11-25Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
Hey, Removed all the old pics and updated them here in the one page. Been really busy lately at work and all, so not so much progress happening right now.
But hope you like it, and suggestions and ideas are always welcome again.
ArcL!ghtJoin Date: 2007-11-27Member: 63031Members, Squad Five Blue, NS2 Map Tester
<!--quoteo(post=1984191:date=Sep 28 2012, 06:49 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Sep 28 2012, 06:49 PM) <a href="index.php?act=findpost&pid=1984191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So when will we get to walk around your map? Do you have it all greyboxed? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
*add Old speed video of creating lobby <a href="http://www.youtube.com/watch?v=vn-uGjeK4Fk&feature=youtu.be" target="_blank">Lobby speedvideo</a> -quazilin
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited December 2012
Wow, that looks great! Are you done texturing? When do we get to play it? Were planning to have a custom map night cup on ENSL before season 2, and would love to have metal in there!
Edit: The first custom map nightcup will possibly occur in febuary 2013 :) Take your time, this will definitely not be the last one!
Comments
If you want to remake any textures to get the feel of the map true to the original, then you might want to concentrate on the ones that cover a large area, are easy to remake and look good(very deep textures do not look good, you should instead remake the detail with geometry; e.g. a good candidate here is wetwall3-big, and nos_grooved and a bad candidate is r25_silowall3)
The formating didn't survive very well posting onto the forums, but oh well; for ns_metal:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->BSP resource utilization:
planes: 24842/32767
vertices: 19719/65535
PVS data: 160481 bytes
nodes: 8852/32767
texinfos: 13733/8192
textures: 131
wadinclude: 79576 b
faces: 14753/65535
lightdata: 2586021 bytes
clipnodes: 27756/32767
leaves: 4893/8192
marksurfs: 19713/65535
edges: 34715/256000
surfedges: 68043/512000
BSP models: 163/400
Leaf contents:
empty: 4832
solid: 1
water: 2
slime: 0
lava: 0
sky: 58
origin: 0
clip: 0
current 0: 0
current 90: 0
current 180: 0
current 270: 0
current up: 0
current down: 0
translucent: 0
undefined: 0
Distribution of faces for different numbers of edges:
0 sides: 0
1 sides: 0
2 sides: 0
3 sides: 1261
4 sides: 7929
5 sides: 2749
6 sides: 1672
7 sides: 644
8 sides: 330
9 sides: 102
10 sides: 42
11 sides: 13
12 sides: 8
13 sides: 0
14 sides: 3
15 sides: 0
16 sides: 0
17 sides: 0
18 sides: 0
19 sides: 0
20 sides: 0
21 sides: 0
22 sides: 0
23 sides: 0
24 sides: 0
25 sides: 0
26 sides: 0
27 sides: 0
28 sides: 0
29 sides: 0
30 sides: 0
31 sides: 0
Texture info:
Name X Y pow2 X/Ypow2 X/Y coverage(inch^2)
sky 16 16 1 1 1 3.0958e+007
wetwall3-big 256 256 1 1 1 1.2476e+007
wetwall3-big_me 256 256 1 1 1 6.5812e+006
nobuild 16 16 1 1 1 6.5708e+006
nos_grooved 256 128 1 1 2 5.1914e+006
wall_panelsb 256 64 1 1 4 4.1933e+006
teckwall17-big 256 256 1 1 1 4.1786e+006
grateroof 256 256 1 1 1 4.0266e+006
ceiling_xbeam 256 256 1 1 1 3.8662e+006
r25_silowall3 256 256 1 1 1 3.699e+006
nos_subwall3 256 256 1 1 1 3.6108e+006
out_rk2_fade_me 160 320 0 1 0.5 3.4636e+006
alienwl3 256 256 1 1 1 3.4464e+006
r25_grate2 64 64 1 1 1 3.2485e+006
d6_plating-b 160 160 0 1 1 3.2055e+006
wall_panel11 256 256 1 1 1 2.7949e+006
nos_wall2 128 128 1 1 1 2.5425e+006
nos_dingpipe 256 64 1 1 4 2.0973e+006
door_horiz6 192 192 0 1 1 1.8765e+006
!r25_stagnant 128 128 1 1 1 1.7636e+006
wall_panelsb_me 256 64 1 1 4 1.7005e+006
grateroof_metin 256 256 1 1 1 1.5095e+006
teckwall09 32 256 1 1 0.125 1.5019e+006
nos_grate2 128 128 1 1 1 1.2398e+006
trim_bump 176 48 0 0 3.6667 1.103e+006
nos_shinypipe 256 64 1 1 4 7.3394e+005
nos_slats 256 64 1 1 4 7.3362e+005
d6_rust_met 128 96 0 0 1.3333 6.572e+005
r25_pipewall3 144 144 0 1 1 5.7202e+005
nos_crate 128 128 1 1 1 4.5491e+005
nos_beam 128 48 0 0 2.6667 4.1427e+005
out_rk3_met 160 160 0 1 1 4.0822e+005
met_nos_beam 128 48 0 0 2.6667 4.0707e+005
vent2 128 32 1 1 4 3.8661e+005
aaatrigger 16 16 1 1 1 3.7078e+005
floor_diamond2 64 64 1 1 1 3.2907e+005
crate-b 128 128 1 1 1 3.2038e+005
stripes3 32 32 1 1 1 3.0779e+005
nos_wall4 128 128 1 1 1 2.9114e+005
nos_subwall1 128 128 1 1 1 2.8353e+005
nos_elevplat 128 256 1 1 0.5 2.7943e+005
{grate3b 64 64 1 1 1 2.619e+005
nos_wall3 256 128 1 1 2 2.0976e+005
{teckwall02-big 256 256 1 1 1 2.0646e+005
{wires_3 128 64 1 1 2 2.0177e+005
nos_detail2 128 128 1 1 1 1.8979e+005
~trn_ns 32 16 1 1 2 1.8164e+005
r25_ladder 48 192 0 1 0.25 1.7928e+005
nos_vertpanels 64 256 1 1 0.25 1.7796e+005
door_horiz1 144 192 0 0 0.75 1.7475e+005
{hallfloor 128 128 1 1 1 1.6773e+005
tubeglass 128 128 1 1 1 1.6754e+005
nos_grate3 64 64 1 1 1 1.6141e+005
introdr1a 240 112 0 0 2.1429 1.6077e+005
nos_indboard 128 160 0 0 0.8 1.5546e+005
door_vert4 256 144 0 0 1.7778 1.4144e+005
lift_track 32 160 0 0 0.2 1.3712e+005
eclip_door2 128 128 1 1 1 1.3483e+005
d6_circgrate 128 128 1 1 1 1.3184e+005
tehcheese 64 64 1 1 1 1.3037e+005
greypipe1 48 128 0 0 0.375 1.2888e+005
comp_monitors-b 256 128 1 1 2 1.2706e+005
glasstrans-a 128 64 1 1 2 1.1821e+005
fanbig 256 256 1 1 1 1.1469e+005
nos_elev2 64 128 1 1 0.5 1.0973e+005
~light5f 64 16 1 1 4 1.034e+005
ns_fade 32 128 1 1 0.25 96189
nos_pipe1 48 16 0 0 3 92771
vent 208 128 0 0 1.625 87623
metalee 128 128 1 1 1 87552
comp_panel1 112 256 0 0 0.4375 86948
nos_sublight2 128 128 1 1 1 83260
door_horiz4 144 192 0 0 0.75 76540
hydrauli 48 128 0 0 0.375 75079
light_smaor 32 32 1 1 1 74452
nos_holosign2_m 128 64 1 1 2 71831
{wires_1-b 128 64 1 1 2 64898
trim_grey 128 16 1 1 8 62832
edg02 256 16 1 1 16 55979
nos_trim1 160 32 0 0 5 52524
light_strip2-b 112 32 0 0 3.5 44795
{genpipes 64 128 1 1 0.5 43776
{nos_ladder 64 128 1 1 0.5 41163
glasstrans 128 64 1 1 2 40690
light_stripmeor 112 32 0 0 3.5 36519
subway_lights 64 16 1 1 4 32624
greypipe2 64 128 1 1 0.5 32256
panel4 64 128 1 1 0.5 31187
metalcargorep 128 128 1 1 1 29187
light_stripmewh 112 32 0 0 3.5 27018
r25_droplight1 48 16 0 0 3 26752
stripes2 32 32 1 1 1 26600
~spotyellow 16 16 1 1 1 25364
wetwall_grate 256 128 1 1 2 23040
{wires_1 128 64 1 1 2 22592
nos_detail3 128 128 1 1 1 20480
metalrrsign 128 128 1 1 1 16638
metal_ms_sign 128 128 1 1 1 15206
{wires_2 128 32 1 1 4 13329
nos_motor1 128 80 0 0 1.6 13152
scrollred 128 32 1 1 4 12288
wallstrip 256 64 1 1 4 12185
comp_pan-b 112 256 0 0 0.4375 11521
joinmarines-b 256 64 1 1 4 10340
joinaliens-b 256 64 1 1 4 10340
observe-b 256 64 1 1 4 10340
joinrandom-b 256 64 1 1 4 10340
d6_hydraulic 64 128 1 1 0.5 7497.2
light_stripmebr 112 32 0 0 3.5 7240.8
~trn_lt1b 32 16 1 1 2 6904.8
hera_light1 32 32 1 1 1 6400
~spotblue 16 16 1 1 1 5467.2
light_strip3 192 32 0 0 6 5186
r25_monitorbox2 128 64 1 1 2 4544
~light3f 64 16 1 1 4 4220.2
panel4b 64 128 1 1 0.5 4171.8
nos_pipe2 48 16 0 0 3 4160
~spotred 16 16 1 1 1 3994.7
r25_controls2 128 64 1 1 2 3477
d6_spot 16 16 1 1 1 2076
+0~nos_switch 64 32 1 1 2 2048
r25_controls2b 128 64 1 1 2 1759.7
+0~nos_ind1 128 32 1 1 4 1280
r25_keypad 48 48 0 1 1 576
+a~light4a 16 16 1 1 1 256
+0~light4a 16 16 1 1 1 0
+1~nos_ind1 128 32 1 1 4 0
light_strprd-b 112 32 0 0 3.5 0
+a~nos_switch 64 32 1 1 2 0
null 16 16 1 1 1 0
clip 16 16 1 1 1 0<!--c2--></div><!--ec2-->
Less time to work with atm, but it keeps coming.
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/flight2.jpg" border="0" class="linked-image" />
Less time to work with atm, but it keeps coming.
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/flight2.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Your best Spark screenshot so far, imo. Looking very cool, the combination of colors seals it
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/flight3.jpg" border="0" class="linked-image" />
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/storage1.jpg" border="0" class="linked-image" />
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/flight3.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
needs more trim between the textures i would say but looking good! :)
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/storage2.jpg" border="0" class="linked-image" />
<img src="http://weknowmemes.com/wp-content/uploads/2011/12/yes-moar-of-that-biden.jpg" border="0" class="linked-image" />
Looks very nice, can't wait until this is ready for the gathers :-)
Progessing really slowly atm. Here is a small update for Storage D.
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/storage3.jpg" border="0" class="linked-image" />
Nice and crisp :)
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/sa1.jpg" border="0" class="linked-image" />
Been really busy lately at work and all, so not so much progress happening right now.
But hope you like it, and suggestions and ideas are always welcome again.
Thanks
-quazilin
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/1.jpg" border="0" class="linked-image" />
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/2.jpg" border="0" class="linked-image" />
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/3.jpg" border="0" class="linked-image" />
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/4.jpg" border="0" class="linked-image" />
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/5.jpg" border="0" class="linked-image" />
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/6.jpg" border="0" class="linked-image" />
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/7.jpg" border="0" class="linked-image" />
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/8.jpg" border="0" class="linked-image" />
Do you have it all greyboxed? :P
Do you have it all greyboxed? :P<!--QuoteEnd--></div><!--QuoteEEnd-->
quazilin does not do greyboxes ;)
Instal NS1, run on it hehe
Heating room wip
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/hr1.jpg" border="0" class="linked-image" />
Mineral Processing wip
<img src="http://personal.inet.fi/hima/quazilin1/Maps/metal2/mp1.jpg" border="0" class="linked-image" />
very nice
Hope you like it.
<a href="http://www.youtube.com/watch?v=QvL8Q_zcqIU&feature=youtu.be" target="_blank">Youtube - ns2_metal walkvideo</a>
*add
Old speed video of creating lobby <a href="http://www.youtube.com/watch?v=vn-uGjeK4Fk&feature=youtu.be" target="_blank">Lobby speedvideo</a>
-quazilin
Are you done texturing? When do we get to play it?
Were planning to have a custom map night cup on ENSL before season 2, and would love to have metal in there!
Edit: The first custom map nightcup will possibly occur in febuary 2013 :)
Take your time, this will definitely not be the last one!