pmi help

Technical Chatter here.
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chromiumxxx





Posts: 36
Joined: Thu Jul 21, 2005 10:20 pm

pmi help

Post by chromiumxxx »

Ok i learned how to pmi but if i use something like this how would i rebuild the map. I mean like what steps would i still have to do, batch extract the map, move the folders then just rebuild?
I'm trying to get other vehicles,scenery and characters in the map to mess around with.
Try and get this out of your head Annoying?
de'Zolv





Posts: 197
Joined: Mon Jan 03, 2005 8:48 am

Post by de'Zolv »

ok u copy the map of a vehicle itself, u go into ur build folder and paste the map. lets say banshee in the vehicle folder. then u got all the files for the rebuild, now u are ready to make the new bsp chunk, tools->model decrapper bsp builder. select all of the new files for example banshee.mod2.meta in this case, then under exising vertex area blahblablah u sellect ur bloodgulch.verticies (or anymap u want to rebuilt) and also with the indicies and the sbsp and then click build new bsp chunk while we're at it
ok now u got :

bloodgulch.verticies.new.
bloodgulch.indicies.new.
bloodgulch.sbsp.meta.

ok now u got all ur files in hte build folder, u go to

X:\new folder\build\levels\test\bloodgulch and paste the new bloodgulch.sbsp.meta in there ortherwise the rebuilt will not work

then u need to get a unmodded copy of the map ur gonna rebuilt and place it in ur build folder and then go to tools->rebuild map.

for orriginal map browse to Xnew folder\build\bloodgulch.map (or anymap u want)
u will get promped to fill in the required files, click yes

under additional files click add and select just all the files in the banshee folder.

then hit sp-mp box

click build.

it asks if there have been entered some new verticies, hit yes, locate bloodgulch.verticies.new

then .indicies

and then .SBSP NOT SBSP.META

and click yes to start the offsets
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chromiumxxx





Posts: 36
Joined: Thu Jul 21, 2005 10:20 pm

Post by chromiumxxx »

thanks alot
Try and get this out of your head Annoying?
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