Sadly, the official mappack took the BUS ! <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /> So i believe there's not much interest in mapping for NS1 anymore...
I guess most of us are waiting for the NS2TR to begin mapping for NS2 using the source engine.
Last year i made a couple of really fun maps, then i got addicted to a mmorpg and lost interest. Now i'm back to hl2 and waiting for NS2 like Droggog posted. If you need help with mapping you can post on my forum. <a href="http://www.wireframemaps.com" target="_blank">www.wireframemaps.com</a>
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1680968:date=Jun 12 2008, 08:44 AM:name=Droggog)--><div class='quotetop'>QUOTE(Droggog @ Jun 12 2008, 08:44 AM) <a href="index.php?act=findpost&pid=1680968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sadly, the official mappack took the BUS !<!--QuoteEnd--></div><!--QuoteEEnd--> Made me laugh <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
There was an <a href="http://www.unknownworlds.com/forums/index.php?showtopic=103653" target="_blank">unoffical map pack</a> though, released even... But other then that I think NS1 mapping is nearing its end...
So the textures for NS2 are coming out soon for us to work with, is that what you're saying?
Also, I have a question since I have your attention.
I didn't save the most recent version of my in-progress level - I actually found a version that was about 2 months behind. Well, after realizing my ex had the level on her laptop, I got the BSP back but not the map file to work with. Is there any way to decompile something halfway-descent so that it works? I just need to take my updates off the recent map and put them on the older version, or perhaps just decompile the new one and start working on it.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1681044:date=Jun 13 2008, 11:48 AM:name=Zavrix)--><div class='quotetop'>QUOTE(Zavrix @ Jun 13 2008, 11:48 AM) <a href="index.php?act=findpost&pid=1681044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So the textures for NS2 are coming out soon for us to work with, is that what you're saying?
Also, I have a question since I have your attention.
I didn't save the most recent version of my in-progress level - I actually found a version that was about 2 months behind. Well, after realizing my ex had the level on her laptop, I got the BSP back but not the map file to work with. Is there any way to decompile something halfway-descent so that it works? I just need to take my updates off the recent map and put them on the older version, or perhaps just decompile the new one and start working on it.<!--QuoteEnd--></div><!--QuoteEEnd-->
your best be would be to get a BSP viewer so that you can fly around the bsp and use it as a reference to re create. decompiled maps are never playable(as in, it works, but it sux) from my experience
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited June 2008
Decompiled maps will crash, simply because of bad brush design generated from the decompiler. There have been a few remake projects (bast/nancy) where a decompiler was used. But the decompiled map file was only used as reference. Meaning the map was completely rebuilt from scratch, using the decompiled file to get the size the same as the lost map source file...
That is your best bet for this to work, using the decompiled version ONLY as reference for the missing areas and when your done rebuilding every last brush, nuke the decompiled brushwork.
Comments
I guess most of us are waiting for the NS2TR to begin mapping for NS2 using the source engine.
If you need help with mapping you can post on my forum. <a href="http://www.wireframemaps.com" target="_blank">www.wireframemaps.com</a>
Made me laugh <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
There was an <a href="http://www.unknownworlds.com/forums/index.php?showtopic=103653" target="_blank">unoffical map pack</a> though, released even... But other then that I think NS1 mapping is nearing its end...
Also, I have a question since I have your attention.
I didn't save the most recent version of my in-progress level - I actually found a version that was about 2 months behind. Well, after realizing my ex had the level on her laptop, I got the BSP back but not the map file to work with. Is there any way to decompile something halfway-descent so that it works? I just need to take my updates off the recent map and put them on the older version, or perhaps just decompile the new one and start working on it.
Also, I have a question since I have your attention.
I didn't save the most recent version of my in-progress level - I actually found a version that was about 2 months behind. Well, after realizing my ex had the level on her laptop, I got the BSP back but not the map file to work with. Is there any way to decompile something halfway-descent so that it works? I just need to take my updates off the recent map and put them on the older version, or perhaps just decompile the new one and start working on it.<!--QuoteEnd--></div><!--QuoteEEnd-->
your best be would be to get a BSP viewer so that you can fly around the bsp and use it as a reference to re create. decompiled maps are never playable(as in, it works, but it sux) from my experience
That is your best bet for this to work, using the decompiled version ONLY as reference for the missing areas and when your done rebuilding every last brush, nuke the decompiled brushwork.