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omaha beach

Posted: Sun Apr 11, 2004 3:43 am
by black
hey i would like help on editing omaha beach

all i want to do is add more mines


problem is i can't find the map on my computer :evil:

Posted: Sun Apr 11, 2004 3:55 am
by lizardkid
minefields are just trigger_multiples.

anyways, open up your mohaa/main folder and find the folder named pak5.pk3. (one of those around there) and open it up go to the maps folder and find the omaha beach .scr file, it's terribly hard to decompile a bsp effectively. so i find that editing the .scr file and resaving it as like, user-omaha.scr and putting the precache and bsp in there it works fine.

you'll need Pakscape to open the pk3's and MOHPile to decompile the bsp's. if you dont have those i'll email them to you. even better, open up the bsp in Notepad (yes, Notepad) and find a trigger_multiple with the $targetname of minefield and copy all that. replace the origin thing with wherever you want to put the minefield. resave the bsp. use the console-based coord command to get your position at any time.

whew, hoped all this helped!!!!! :D

Posted: Sun Apr 11, 2004 4:04 am
by black
ya i think i might need the files lizardkid :lol:

spawn

Posted: Sun Apr 11, 2004 5:04 am
by tltrude
It might be easier to just spawn the minefield trigger. That is done in the script for the map. A .bsp file will crash if you change the size of the file.

Posted: Sun Apr 11, 2004 11:55 am
by crunch
I personally am curious as to how in the world you would edit a .bsp in notepad. Here's what part of a .bsp opened in notepad looks like:

Code: Select all

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I don't know about you, but I can't understand that to be able to edit it. :shock:

Spawning the trigger into the map via script is definately the way to do it. But I personally think that lizardkid meant .scr when he said .bsp. :wink:

bsp

Posted: Sun Apr 11, 2004 12:23 pm
by tltrude
According to what I read at the TMT forum, you have to use an editor that will not add fomatting to the file (hex editor?). If you search for "classname", you'll find things like this amongst the garbage.


Code: Select all


"map_time" "Thu Nov 29 14:26:43 2001"
"farplane_color" ".7 .7 .55"
"farplane" "13000"
"classname" "worldspawn"
"suncolor" "55 48 36"
"sundirection" "330 230 0"
"ambientlight" "7 6 4.6"
}
{
"model" "*1"
"origin" "-420 4512 112"
"classname" "trigger_use"
"$targetname" "door_locked"
}
{
"model" "*2"
"origin" "-4152 -3152 168"
"classname" "trigger_use"
"$targetname" "door_locked"
}
{
"model" "*3"
"origin" "320 1432 512"
"#set" "2015"
"$targetname" "enemyspawnertrigger"
"classname" "trigger_once"
}

Posted: Sun Apr 11, 2004 12:57 pm
by crunch
Very interesting. I was unaware of that capability. But I don't edit stock maps, so am not really the best source for info on it. :oops:
*Crunch walks away with his hands in his pockets, staring at the ground* :wink:

Posted: Sun Apr 11, 2004 1:04 pm
by Headshot
i can decompile a map successfully, im currently editing the hunt, with all of the buildings and only a few errors, which is much better than all the decompilers i know of. if you want the .map file for omaha, ill give it to you, but i wont give u the decompiler, cos if it gets round therell be edited stock maps every where, and im only using it for one map.

The hunt

Posted: Sun Apr 11, 2004 1:22 pm
by tltrude
Someone already did "The Hunt" and posted it for anyone to download. Did you make the new decompiler?

Posted: Sun Apr 11, 2004 2:19 pm
by bdbodger
No real need to decompile it anyway you can spawn what you need to add to it . Unless you just want to change the textures or something

Posted: Mon Apr 12, 2004 6:26 pm
by Headshot
i didnt make the decompiler.

this version of the hunt is for the resident evil mod, im just basing the structure of the map on the hunt, retexturing the buildings, adding and taking away stuff, etc

Posted: Tue Apr 13, 2004 1:10 am
by small_sumo
How many guys have you got with you on this mod?

Posted: Tue Apr 13, 2004 1:34 am
by kai0ty
hmm, couldnt u decompile and use rogue plugins??
also i weriously doubt the maker of that compiler would be mad if you gave it out to ppl,..... why not just show it to us?

Posted: Tue Apr 13, 2004 10:12 am
by Headshot
i just realised i dont care whether people make a load of custom stock maps, i dont have to download them.

i think this is the link, but im not really sure, it was a long time ago. click here to download it. it should look just like the one from fileplanet.

btw, i think theres two people working on this mod, but the mod leader's looking for skilled modders. if you wanna help in the mod then pm sephy2005 or email sephiroth2005@hotmail.com

Posted: Tue Apr 13, 2004 2:31 pm
by Master-Of-Fungus-Foo-D
Yes i already have that1!
It works like a miracle worker!
The Messiah of map Decompiling
:lol:
neway, it it very efficient. it hardly ever loses any brushes or entities or anything. Personally, it is prob. the BEST 1 out there