Page 1 of 1

How do i get a BSP into a map?

Posted: Tue Apr 15, 2008 11:53 am
by (}{)alo
Hello all,
how would I go about getting the BSP from a map into another level?
thank you for any help

Posted: Tue Apr 15, 2008 11:55 am
by DeadHamster
explain further.

Do you want to...say, take a BSP from a SP map and turn it into a MP map? If so, follow the tutorial in your HMT folder

Do you want to add Bloodgulch onto Beavercreek? You can't, not without CE, unless you're conure, who probably can, cause he can do anything. But you're not conure. So CE.
CE=Custom Edition

If it's something else, explain.

Posted: Tue Apr 15, 2008 2:09 pm
by Mr.Brightside
Get the OBJ mesh of the BSP using sparkedit or better yet, eschaton, Then get the BSP converter off of halomaps.org, run it. Then open it in 3DSMax and do the matID's. then export it to a .jms, and compile the model tag in tool. Then use Tool to run the collision on it.

Compile it into a CE map, then convert to PC with harbinger if you wish.

Posted: Tue Apr 15, 2008 2:34 pm
by (}{)alo
Mr.Brightside wrote:Get the OBJ mesh of the BSP using sparkedit or better yet, eschaton, Then get the BSP converter off of halomaps.org, run it. Then open it in 3DSMax and do the matID's. then export it to a .jms, and compile the model tag in tool. Then use Tool to run the collision on it.

Compile it into a CE map, then convert to PC with harbinger if you wish.
ok, now what about for macs?

Posted: Tue Apr 15, 2008 2:46 pm
by DeadHamster
I'd contact Tyler777, he'd know more about it then I do, considering he did(does?) have a mac, which I have never had the displeasure of owning. J/K

Posted: Wed Apr 16, 2008 5:32 am
by Altimit01
The way he did it was to compile a massive scenery piece with collision in the shape of the desired bsp. Something that was done by malolo on a PC.

Posted: Wed Apr 16, 2008 7:47 am
by bcnipod
(}{)alo wrote:
Mr.Brightside wrote:Get the OBJ mesh of the BSP using sparkedit or better yet, eschaton, Then get the BSP converter off of halomaps.org, run it. Then open it in 3DSMax and do the matID's. then export it to a .jms, and compile the model tag in tool. Then use Tool to run the collision on it.

Compile it into a CE map, then convert to PC with harbinger if you wish.
ok, now what about for macs?
The way you would export it is using Eschaton. Then import it using the same method as you would to import anything else.