What Tools Should I Get?
Fortuna_Wolf
Join Date: 2003-02-02 Member: 13033Members
<div class="IPBDescription">to edit entities in a compiled map?</div> Most of the people on our server agree that bast would be a good map if the rotating doors were removed and the weldable vent would stay closed (or just be removed).
I seem to remember also that entity information is stored in a way on a bsp file that you can edit entities on an already compiled map.
So, I just want to open up bast and rip out the rotating doors and if possible make it so that the weldable vent would stay shut by editing its properties and removing triggers. And, IIRC, the bonus to this would be that it would be a server side mod and we wouldn't need to DL new maps.
Well, tell me how to do this!
I seem to remember also that entity information is stored in a way on a bsp file that you can edit entities on an already compiled map.
So, I just want to open up bast and rip out the rotating doors and if possible make it so that the weldable vent would stay shut by editing its properties and removing triggers. And, IIRC, the bonus to this would be that it would be a server side mod and we wouldn't need to DL new maps.
Well, tell me how to do this!
Comments
you have to compile the map with the new entities!!
To do this you need the .rmf or .map of bast <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->!! if you have the .rmf or .map of bast, have fun and send me a copy of the files!!
and the idea to close the rotation door is stupid!!
Make it simpel and do this: <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Anyway, IIRC, the mapper for bast has left the community and isn't around to fix it so I don't see the problem here.
And, I've already done it using ripent instead of a decompiler. It works like a charm, I can't wait to playtest this
This will create a file called ns_bast.ent. If you open it up in a text editor (notepad will do) you will see a load of text. Each entity has this format:<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->{
"itemname" "value"
"item2name" "value2"
...
}<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Each pair of itemname/value is called a keyvalue; all entities have a "classname" keyvalue. This identifies the entity type. Some entities have a "targetname" keyvalue. This is the name of the entity used to trigger it.
To remove the rotating door you need to find an entity with a classname of "func_door_rotating" and a targetname of "airlock". Remove this entity completely (including the enclosing braces).
To remove the weldable vent, you could do the same thing, but a better way would be to remove the weldable panel. To do this, look for an entity with a classname of "func_weldable". Change it's classname to "func_wall". This will prevent marines from welding it and triggering the vent; as an added bonus it will no longer have the gold weldable icon on the marine HUD.
To make your changes permanant, you have to make sure the modified .ent file is in the same directory as the .bsp file and run:<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->ripent.exe -import ns_bast.bsp<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
NOTE: This will permenantly alter the .bsp file! Make sure you have a backup.
All you need to do now is make sure the modified .bsp is placed on the server, and it should work: no rotating door, no weldable vent. If you do this, make damn sure you let players know it's a modifed map before they start playing it.
EDIT: I see that the problem has been solved while I was typing this... oh well.
Anyway, IIRC, the mapper for bast has left the community and isn't around to fix it so I don't see the problem here.
And, I've already done it using ripent instead of a decompiler. It works like a charm, I can't wait to playtest this <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm sure i'm not alone in this, but if you can't see the problem with playing with someone's work behind their back, you need a slap. The creator very obviously spent MONTHS making this map what he wanted, just because he's not here, doesn't mean that he didn't make it any less. You do not have permission to alter his work and i'm sure if you have any sense or decency whatsoever you'd seek out the creators permission.
Sorry if i seem a bit "holier than thou", but you do not have any right to change someone else's work without permission.
But you don't walk up to the entire community shouting "Hey! Look! I cheat!" do you?
Well actually, i do, heh, it's fun, but that's not the point....
that way you can easily replace resnodes, spawns, particle effects.
Dont change another persons map without being allowed.