Programs used:
Entity UE1.6
Max 2007
The problem I have pertains to added vertices not showing proper bitmaps. I injected A30 (H1 xbox) into a mesh segment in Beavercreek. This particular segment is the cliffs. Everything injects properly and the A30 model is perfect except that the whole map shows a dark brown color. Even when I uv map it, then export it, it remains the same. Has anybody attempted this to emulate custom bsp's and successfully skinned it? I would really like to be able assign it bitmaps from the beavercrek bsp but i cant figure out how. I think that it is assigning only the cliff bitmap but it isnt displaying correctly.
Bitmap problem with BSP Mesh injection
- Twinreaper
- Posts: 77
- Joined: Tue Jun 07, 2005 7:13 pm
![]() |
Bitmap problem with BSP Mesh injection
WOW! Three years here, and I still haven't released any of my mods 

I was trying this last year and i never could fix it, but if you extract a larg model with lots of shaders, like cable_room. Then merge your model, overwrite Cable_room model set textures and groups save and inject it might work.
I didnt try the exact same method last year, i made machs that were h1 bsp's and spawned through itmc.
if you extract your model, or the bsp mesh, then open your model, you'll see groups and textures are currupt, or gone. I dont know why this happens, good luck.
P.S how are you going to fix bsp collision?
I didnt try the exact same method last year, i made machs that were h1 bsp's and spawned through itmc.
if you extract your model, or the bsp mesh, then open your model, you'll see groups and textures are currupt, or gone. I dont know why this happens, good luck.
P.S how are you going to fix bsp collision?

- Twinreaper
- Posts: 77
- Joined: Tue Jun 07, 2005 7:13 pm
![]() |
Collision editing in 3dsmax 09 works perfectly. In fact, I found that you can perfectly inject another maps collision into any other map that only contains the same amount of letters in the maps bsp name. For instance, I used research_arm bsp for a base map, then renamed all dangercanyon references in the CE map to research_arm, then loaded the map in Entity and extracted the bsp mesh. This gave me all obj's with the research_arm names. Then i injected dangercanyons collision and bsp mesh. Both injected perfectly and worked!!! The map loads and all. The only problem is, some of the planes are flipped and dont properly shopw for the bsp mesh. If i can just fihure out what setings i origonally used for exporting objs in max, i would be set. I plan to make a basic cube map and try to inject that. The only problem is, if the base map has more obj's in terms of bsp mesh, some of the original mesh will still remain.I guess i just ned to place the cube map on a unoccupied x, y and z cord before compiling.
WOW! Three years here, and I still haven't released any of my mods 
