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moh bsp to moh map converter
Posted: Mon Aug 30, 2004 10:00 am
by merlin
sorry if this is in the wrong posting bit but can anyone tell me what the greater and lesser bits are for on the mohbsp to mohmap converter,
thanks !
Posted: Mon Aug 30, 2004 11:12 am
by G3mInI
Sounds like you have version 0.0.1.350a. The slider in that version according to the author was how much priority to give the cpu to perform the task. In version 0.0.2 he got rid of that slider. And added a few more features.
Old version
Latest version
I can't remember where I got this latest version. I have had it for some time now.
Posted: Mon Aug 30, 2004 6:22 pm
by lizardkid
might as well upload it and put a d/l link, i've never seen the latest version.
Posted: Mon Aug 30, 2004 6:43 pm
by G3mInI
I have virtually no space left at my isp's personal webspace they allot. This program is about 208kb. I will gladly send it to someone so they can make it available to all. This latest version is sooooo much better than the original. Recovers texture coordinates so all textures appear on brushes just as they did in the original map file. Also that thickness setting is for how many units thick you want each brush (face) to be. 4 is default but usually do 1 or 2. 1 will pretty much give you exact coordinates of the original brushes. The Brush reduction level greatly decompiles the bsp with less errors than before. I usually use Lv2 as seen in the picture. Unduplicate tris (while I have no idea what this is actually doing) also seems to greatly reduce the amount of errors in the decompiled map file. In fact I used this to decompile LOLv2 with the authors permission to rebuild it and make it fps friendly. I also added a few more additions inculding an underground sewer system like the one you find on the Bridge obj map. When I decompiled the original lolv2 I had only 2 errors. Both were duplicate planes. Easily fixed. Then it was a matter of making all the fragmented brushes into proper full sized brushes. Took me about 2 weeks (around 60 hours) to complete. Lolv2 is a huge map. About 3 times bigger than all stock maps except omaha (area wise). You can download a copy of LOLv2_14 at my clans website. Its in our rotation is a favorite of most who play there. Website link is in my sig. Once again if someone wants this to make available to the community then let me know. Its far superior to the older version. Now if someone could just get this program to decompile static entities, all would be good ! But it does decompile everything else including lod terrain and the proper textures and texture scaling.
Peace,
Posted: Wed Sep 01, 2004 4:12 pm
by Splaetos
Does the new version decompile invisible brushes?
Not that it really matters, decompiling (as far as im concerned) is purely a learning tool, and actualy its one of the best.... dont know hwo to make an explosion like the bridge? Decompile it and look at the exploded/exploder/origin brushes etc... Gives you a good sense of the physical set up for the explosion and falling rubble... though not much input on the mechanics of how to blow it up =)
Posted: Thu Sep 02, 2004 12:22 am
by G3mInI
Yes, I have decompiled The Bridge map and all exploder objects (chunks) are decompiled as well. Same with V2 rocket facitlity. All the pieces of the control room are visible and the extra pieces they threw into the v2 rocket are visible too.
Posted: Thu Sep 02, 2004 2:51 pm
by Splaetos
yea origins and stuff were always visible... but what I was curious about is clips/triggers etc... I realize now that 'invisible' encompass a couple things that it did decompile before, sorry =)