decompiling scenery back into .jms

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DaCyborg





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decompiling scenery back into .jms

Post by DaCyborg »

First off, I searched for something like this and didn't find anything.

anyway, my question is: Is it possible to decompile the scenery from a map back into jms using tool? (or some other method)

So if I was to make a map, take the .scenery file and .scenario_structure_bsp thingy back out and decompile back into .jms so that I could edit it again.
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Andrew_b




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Post by Andrew_b »

you cant edit jms....

GBX model importer 2.0

search it.
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Cryticfarm





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Post by Cryticfarm »

DaCyborg





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Post by DaCyborg »

I've been searching for something like that forever, thanks.

Edit:Alright, that helped.

but, suppose I had made the bsp for a map, then saved as a .jms, then compiled it into scenery, turned it into a halo .map and then deleted all files except for the halo.map and then I decided I wanted to edit the bsp again.

So pretty much I want to jack the scenery and scenario_bsp thingy out of the map (figured out how to do that) and turn them back into .jms.
Is taking the scenery back into gmax with gbxmodel and saving as .jms the only way?
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Cryticfarm





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Post by Cryticfarm »

Dude, bsp's aren't scenery. Also, wtf is halo.map?
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Andrew_b




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Post by Andrew_b »

uhhh...use gbx model importer...than export as jms..

then structure.
DaCyborg





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Post by DaCyborg »

alright, I was referring to a halo .map not a map called halo.map (I could have called x.map) sorry forgot to space.

and andrew_b, I was looking for other methods because someone told me that it messes things up most the time when you do that. But w/e.

Thanks all, I guess I've got what I need.
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Andrew_b




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Post by Andrew_b »

no it doesnt...

but you just need to reskin. (add the bitmaps to the material editor, and then UVW map/unwrap)
DaCyborg





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Post by DaCyborg »

^where can I find a tut do that in gmax?
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Cryticfarm





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Post by Cryticfarm »

The ghost's tutorial resource.[/code]
DaCyborg





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Post by DaCyborg »

I tried there, but the link for uvw unwrapping was down.
:(
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Post by Cryticfarm »

DaCyborg





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Post by DaCyborg »

thanks for the link, hopefully it will help.
I've been searching for a while now
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Post by DaCyborg »

ok on that tut, it said something about individually texturing the canyon walls, than the ground, etc. . .
I imported the entire halo map and I don't have a clue which texture goes where. Anything I can do?
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