Ripent Map Project Needs Help
Sandman
Join Date: 2002-11-25 Member: 9870Members
<div class="IPBDescription">onos is getting stuck</div> I am working on converting a CS map to NS. I got everything working nicely but the only thing left to complete my project is that dreaded issue where onos is getting stuck.
Is there any way to get the nshulls.txt data into the map through the entity list? If so, how?
Is there any way to get the nshulls.txt data into the map through the entity list? If so, how?
Comments
I'm not really sure if this is what you asked, but you need to add this switch to the hlcsg.exe compiler: -hullfile "C:\Program Files\Steam\SteamApps\email@domain.com\half-life\nsp\nshulls.txt"
You could always run your "fun" map in a 1.04 server...
I have another question though. What is the "compile_paramiters" entity used for? It does have a paramiter for "hullfile". Since I use the SHLCT frontend compiler and zoner 2.5.3 tools, can't I just rename the .ent file to a .map file ( with the compile_paramiters entity ) and recompile it by just updating the entity list?
I refuse to believe that this just can't be done. There must be another option.
There's no easy way to alter the collision hulls in a compiled map - changing the hull size requires essentially recomputing them from scratch. The servers that run converted maps use (I believe) a custom server plugin to prevent the player getting stuck.
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but still manages to run the vis calculations.
The map turns out very much so playable but the onos gets stuck.
I tried XP_Cagey's modified zoners 2.5.3 / 17p15 tools and it DOES read the info_compile_parameters and even sets the nshulls.txt file BUT fails to run the vis calculations needed.
Since it won't run the vis calculations, the map won't load in half-life or botmans BSP veiwer.
I really wish XP-Cagey could help me with this.
In order to update the hullfile the map would have to be recompiled with the original .map file as a source. Since you don't have that .map file you're in tough luck.
Theoretically it should be possible to create a very complex program that somehow locates the fourth clipping hull, uses it with a new hullsize to create a third clipping hull and have that one overwrite the original third. Unfortunately, even if this very complex operation is finished it would most likely break the BSP tree and cause even more trouble.
Also, as you may have noticed, XP-Cagey has been employed in the industry and is no longer allowed to work outside his current company, even if it's for free.
You could also decompile the CS map, just take a look at <a href='http://www.unknownworlds.com/forums/index.php?showtopic=43856' target='_blank'>this 117 page thread</a> to give you an idea of the amount of work involved...
In short: Not Gonna Happen <span style='font-size:7pt;line-height:100%'>tm</span>.