me and some of my mates love playing cs_office on cs:s but we do find
things on it annoying and i wanted to know if there is any way that o
can edit the cs_office map in hammer? when i look all the files are
.bsp and not .vmf is there a program that converts this or is there a
easier/harder way?
thanks in advance
Seymonster.
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Re: cs_office is this possable
Posted by Livett on Wed Jan 5th at 6:56pm 2005
Posted by Livett on Wed Jan 5th at 6:56pm 2005
You are not allowed to edit any maps on Source... apart from maybe cbble because you get the vmf file with the SDK.
Livett
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164 posts
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Registered: Dec 24th 2004
Location: England
Occupation: Student
member
164 posts
26 snarkmarks
Registered: Dec 24th 2004
Location: England

Occupation: Student
Re: cs_office is this possable
Posted by DrGlass on Wed Jan 5th at 7:57pm 2005

DrGlass
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Registered: Dec 12th 2004
Location: USA
Occupation: 2D/3D digital artist
Posted by DrGlass on Wed Jan 5th at 7:57pm 2005
you can decompile any map you want and edit it all you want. You just cant release it and claim it is your map.
Most people (myself included) find that decompiling maps isn't the right thing to do. Its lazy and leads to half ass maps. (just look at those dust 2 remakes, utter s**t)
you shouldn't edit are copy anything out of the de_cbbl anyway, valve was very nice to give us an example map and we should respect that.
Most people (myself included) find that decompiling maps isn't the right thing to do. Its lazy and leads to half ass maps. (just look at those dust 2 remakes, utter s**t)
you shouldn't edit are copy anything out of the de_cbbl anyway, valve was very nice to give us an example map and we should respect that.
DrGlass
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1825 posts
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Registered: Dec 12th 2004
Location: USA
Occupation: 2D/3D digital artist
Re: cs_office is this possable
Posted by Petrarch on Wed Jan 5th at 8:08pm 2005
Posted by Petrarch on Wed Jan 5th at 8:08pm 2005
Not only that but decompiling maps tends to lead to corrupted geometry. It used to with WinBSPC anyway.
Re: cs_office is this possable
Posted by SeyMonster on Wed Jan 5th at 8:13pm 2005
Posted by SeyMonster on Wed Jan 5th at 8:13pm 2005
how do you decompile them? i know you say they may be half assed maps
but this is just for me and my mates to play rly i don't want to change
anything drastic other wise it will ruin a great map, i will also
give credit where needed
Re: cs_office is this possable
Posted by Tracer Bullet on Wed Jan 5th at 8:18pm 2005

Tracer Bullet
member
2271 posts
367 snarkmarks
Registered: May 22nd 2003
Location: Seattle WA, USA
Occupation: Graduate Student (Ph.D)
Posted by Tracer Bullet on Wed Jan 5th at 8:18pm 2005
There was a program that could do it for HL1, but I doubt one has been written as yet for HL2. Be patient. I'm sure some busy code monkey will release one sooner or later.
[addsig]
Tracer Bullet
member
2271 posts
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Registered: May 22nd 2003
Location: Seattle WA, USA

Occupation: Graduate Student (Ph.D)
Re: cs_office is this possable
Posted by SeyMonster on Wed Jan 5th at 8:31pm 2005
Posted by SeyMonster on Wed Jan 5th at 8:31pm 2005
ok thanks for all your help guys ill wait a while for good programs to come out
Re: cs_office is this possable
Posted by Rof on Wed Jan 5th at 10:33pm 2005
Posted by Rof on Wed Jan 5th at 10:33pm 2005
I can't believe it would be that difficult for someone to re-write a
decompiler for HL2. The format seems to be very similar to HL1, with
the only real relevant change being displacement surfaces.
It was a fairly easy job to write a program to plot the point/brush entities (except prop_statics) and world face geometry, though I lack the knowledge of the file format to rebuild the complete brushes out of that. Nor have I tried parsing the texture data yet.
Interestingly, the .bsp seems to contain the original brush faces as well, so the face-splitting problem may not be an issue this time. The only problem is void-touching faces are culled away, so you need to reconstruct them somehow.
Not that I'm going to write a full decompiler, this was just so I could see how Valve maps are constructed. But someone will soon, I'd bet.
It was a fairly easy job to write a program to plot the point/brush entities (except prop_statics) and world face geometry, though I lack the knowledge of the file format to rebuild the complete brushes out of that. Nor have I tried parsing the texture data yet.
Interestingly, the .bsp seems to contain the original brush faces as well, so the face-splitting problem may not be an issue this time. The only problem is void-touching faces are culled away, so you need to reconstruct them somehow.
Not that I'm going to write a full decompiler, this was just so I could see how Valve maps are constructed. But someone will soon, I'd bet.
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