cs_office is this possable

cs_office is this possable

Re: cs_office is this possable Posted by SeyMonster on Wed Jan 5th 2005 at 6:23pm
SeyMonster
3 posts
Posted 2005-01-05 6:23pm
3 posts 0 snarkmarks Registered: Jan 5th 2005 Location: England
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.
Re: cs_office is this possable Posted by Raeth on Wed Jan 5th 2005 at 6:47pm
Raeth
62 posts
Posted 2005-01-05 6:47pm
Raeth
member
62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
No.
Re: cs_office is this possable Posted by Livett on Wed Jan 5th 2005 at 6:56pm
Livett
164 posts
Posted 2005-01-05 6:56pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
You are not allowed to edit any maps on Source... apart from maybe cbble because you get the vmf file with the SDK.
Re: cs_office is this possable Posted by DrGlass on Wed Jan 5th 2005 at 7:57pm
DrGlass
1825 posts
Posted 2005-01-05 7:57pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
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.
Re: cs_office is this possable Posted by Petrarch on Wed Jan 5th 2005 at 8:08pm
Petrarch
16 posts
Posted 2005-01-05 8:08pm
Petrarch
member
16 posts 2 snarkmarks Registered: Dec 30th 2004 Location: Engerland
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 2005 at 8:13pm
SeyMonster
3 posts
Posted 2005-01-05 8:13pm
3 posts 0 snarkmarks Registered: Jan 5th 2005 Location: England
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 2005 at 8:18pm
Tracer Bullet
2271 posts
Posted 2005-01-05 8:18pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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.
Re: cs_office is this possable Posted by SeyMonster on Wed Jan 5th 2005 at 8:31pm
SeyMonster
3 posts
Posted 2005-01-05 8:31pm
3 posts 0 snarkmarks Registered: Jan 5th 2005 Location: England
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 2005 at 10:33pm
Rof
210 posts
Posted 2005-01-05 10:33pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
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.