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Mucho BSP.
Posted: Sat Nov 17, 2007 3:39 pm
by DeadHamster
Ok, let's just say for whatever reason I have, and dont ask for my reason, I want to convert a MP BSP to a SP BSP.
That means I want to take the BSP of a multiplayer map and put it over a SP map, or over a different multiplayer map.
Can it be done?
And, can I combine BSP's, to have multiple levels in one level.
And im NOT on a mac, so no posts about that por favor. That's please.
Posted: Sat Nov 17, 2007 6:18 pm
by UntalkativeBunny
I was actually thinking about that earlier today.
anyways, i doubt it'll work. you need like checkpoints and shit in sp maps. and i wouldnt even try doin that stuff with sp maps. you WILL recieve an exception.
Posted: Sat Nov 17, 2007 7:59 pm
by conure
UntalkativeBunny wrote:I was actually thinking about that earlier today.
anyways, i doubt it'll work. you need like checkpoints and **** in sp maps. and i wouldnt even try doin that stuff with sp maps. you WILL recieve an exception if you dont know what you are doing.
Fixed it for you

Also i have never seen a mod like this released, even though i have heard this many times, so i would say try it and if it fails figure out why and fix it.
Also remember dont use sparkedit because it has a nasty habit of overwriting script data.
Posted: Sat Nov 17, 2007 9:55 pm
by Andrew_b
well...i dont know why you would want to do this...but yeah it would work.
everything is possible, one way or another.
Posted: Sun Nov 18, 2007 6:57 am
by DeadHamster
conure wrote:Also remember dont use sparkedit because it has a nasty habit of overwriting script data.
So in order to get the stuff to the right spot I'd have to use CE, thats what your saying?
Posted: Sun Nov 18, 2007 10:12 am
by conure
DeadHamster wrote:conure wrote:<words>
So in order to get the stuff to the right spot I'd have to use CE, thats what your saying?
Nah, i would suggest it form SP work but it isnt nessary, you could use eschaton and just use my scnr plugin to move the cords manually. Also just moving things in spark might work but IDK, i cant see why if you just move things it would eat script data.
Posted: Sun Nov 18, 2007 11:22 am
by Tyler777
just puting a statment in you can do it you can add more BSPs to a map just PMI but you gotta get an app that will recursivly extract bsp (right) & scnr
then u PMI all that in then u gotta find a way to move one of the bsps so that they arent on top of each other
or another solution is to take death island and convert all the levels you want that are smaller than death island in HEK and make them all senery then PMI and put them side by side since deahth island bsp is huge you can add teliports to each it will be like all MP maps are is one kinda but from my experiances with that stuff its freaking hard to bitmap it but on the other hand sicne your using original maps unlike what i did you may not have to fuck with the bitmaps they might be like they are suposer to
Posted: Sun Nov 18, 2007 12:19 pm
by DeadHamster
What tool (for PC, not Mac) can allow me to recursively save BSP's correctly? does Eschaton do that? I had it at one point, but the BSP viewer didn't work, and it was more tedious for me to use then HMT was, but If it will do stuff like that I'll redownload it.
Posted: Sun Nov 18, 2007 12:56 pm
by conure
Tyler777 wrote:just puting a statment in you can do it you can add more BSPs to a map............
How is that relevant to his problem?
Hmt, while it cant ADD more bsps, it can rebuild SP maps just fine and should, in theroy, be able to do mp > sp's. All he needs to really needs to do is rebuild with the new BSP and modify the scnr to have the proper AI spawn info and script info so it will actually load.
Also just to point it out you can always increase map size by adjusting the world bounds in the BSP tag, which is actually probably one of the things HMT does when it does SP>MP.
Posted: Sun Nov 18, 2007 1:10 pm
by DeadHamster
I have a question conure. Pepsi told me that you did his UI.map, that was a BSP conversion right?
This isn't what the topic was about, I want to do something different, but I want to make myself a different UI, and I wanted to know if you got that by converting a BSP. Im positive that's what it was, but I dont want to break something.
I already messed up my bitmaps, and my halo disc's maps are all corrupted somehow, so I dont want to break anything more.
Posted: Sun Nov 18, 2007 1:44 pm
by conure
Ya, it was a sp>ui bsp conversion with a modified ui scnr, hmt seems to like to screw with UI maps so i cant realy add much to the scnr without exceptions.
Posted: Sun Nov 18, 2007 1:48 pm
by DeadHamster
So would I do this the same as a SP-MP, just extract te BSP stuff and do everything the same way? Or is there something special i need to do?
Posted: Sun Nov 18, 2007 5:37 pm
by Tyler777
you can do my way with HMT 3.5 and yes it should work just fine inporting and rebuilding with multi bsps (did anyone notice that sbsp is the same backwards as bsps?)
in theory its the same as a dual bsp conversion on mac so if you rebuild add the bsp tags the the add tag list and that should work
Posted: Sun Nov 18, 2007 5:46 pm
by DeadHamster
except HMT can't extract the sbsp tags, it doesn't work right, so I'd have to....nevermind.
Edit: Apparently making a SBSP into a scenery makes the game go boom
That's Bad.
Posted: Sun Nov 18, 2007 6:17 pm
by Andrew_b
hmm...i might tackle a new ui...
Posted: Sun Nov 18, 2007 7:07 pm
by Cryticfarm
Conure can only do that, there a list of the tags you need to rebuild with or whatever on halopc.net.
Posted: Sun Nov 18, 2007 7:10 pm
by conure
DeadHamster wrote:except HMT can't extract the sbsp tags, it doesn't work right, so I'd have to....nevermind.
Edit: Apparently making a SBSP into a scenery makes the game go boom
That's Bad.
Ya you dont just extract it. Have you ever done a sp->mp? if you havent start with that then tackle this, also here is how do a normal SP map rebuild
http://forums.halomods.com/viewtopic.php?t=6928
so just tack on sp->mp and yo ushould be fine.
@tyler
Hmt wont rebuild with multiple bsps, it is set to only rebuild with one and that one is set on the rebuild screen. Due to the fact we dont have C#MT we PC modders cant do multi BSP unless we do it manualy or the origanal map has said amount of BSPs
Posted: Sun Nov 18, 2007 9:07 pm
by Tyler777
conure wrote:
@tyler
Hmt wont rebuild with multiple bsps, it is set to only rebuild with one and that one is set on the rebuild screen. Due to the fact we dont have C#MT we PC modders cant do multi BSP unless we do it manualy or the origanal map has said amount of BSPs
C#MT only has one bsp chunk field to and i can rebuild multi bsp maps just fine its the same rebuilding wise as
HMT 3.5
Posted: Sun Nov 18, 2007 9:41 pm
by conure
Tyler777 wrote: C#MT only has one bsp chunk field to and i can rebuild multi bsp maps just fine its the same rebuilding wise as
HMT 3.5
Differnt applications, differnt rebuild techniques. Trust me on this or disprove me, either way this isnt helping the OPs at all.
Posted: Sun Nov 18, 2007 11:22 pm
by Tyler777
they are basicly the same just cuz there diffrent dont meen they do not work the same
o and concure i slite converted a Full map to demo i did hangem high if you get an aim i can send it to you its an actual conversion
i just cant get it to play <_<