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[tut] A Little More Detailed Explanation on SP-MP

Posted: Tue Apr 11, 2006 6:47 pm
by XxSilencedDeathxX
Well, a lot of people have been coming to me asking me to help them with their BSP conversions. Since it got a little annoying, I decided to make a tut, as detailed as I could. I used the same method as shade, I just explained a little more so more people could understand.

Before anyone says I ripped his tut, I did NOT. I used it in the past to do my own, but I didn't feel like fixing everything so I never released it. I wrote this up myself, although it is kind of similar to shade's. Just with more details. :)

-XxSilencedDeathxX

Posted: Tue Apr 11, 2006 6:52 pm
by P8ntballer24
Looks like a shades modiefied version tut... Anyways wrong section..

Posted: Tue Apr 11, 2006 6:56 pm
by Trigger_six
cool...

Posted: Tue Apr 11, 2006 6:56 pm
by DoorM4n
seems like it was a tutorial just made for me

Posted: Tue Apr 11, 2006 6:59 pm
by Trigger_six
DoorM4n wrote:seems like it was a tutorial just made for me
lol, well someone should make a tut that is more than one raw, itd help the newcomers.....

Posted: Tue Apr 11, 2006 7:00 pm
by Lavix
Why would you use the same map that shade used? Everyone knows that shared.map can be converted. Why doesn't someone post a tutorial for SP->MP BSP conversions? That is what people really want.

Posted: Tue Apr 11, 2006 7:00 pm
by XxSilencedDeathxX
Trigger_6 wrote:
DoorM4n wrote:seems like it was a tutorial just made for me
lol, well someone should make a tut that is more than one raw, itd help the newcomers.....
It would take forever...

and you use the same method for each raw..your really just repeating the process for each file.

Posted: Tue Apr 11, 2006 7:04 pm
by Lavix
You do not always use the same method for each raw. Some raws will not always fit in the proper location and may need to be placed in a different area of the map.

Posted: Tue Apr 11, 2006 7:25 pm
by shade45
Awsome job... From the looks of the tut it seems alot more understandable now.

As for not having enough room to fit some of the raw data.. that is what the automatic raw relinker is for.. it will shift the map and import any amount of raw so its all done for you now ;) doing the rest of the conversion will be the same process as the shared.map just with alot more depandencies's to be fixed

Posted: Tue Apr 11, 2006 7:35 pm
by XxSilencedDeathxX
shade45 wrote:As for not having enough room to fit some of the raw data.. that is what the automatic raw relinker is for.. it will shift the map and import any amount of raw so its all done for you now ;) doing the rest of the conversion will be the same process as the shared.map just with alot more depandencies's to be fixed
That's good news. I'll include it in my tut once I get the hang of it, and make I make sure it works. (Or you could just tell me so I don't have to do it all cause im lazy like that :P , and I'll add it in)

Posted: Tue Apr 11, 2006 7:47 pm
by LuxuriousMeat
im having trouble with this tut im triyng to convert scenarios\solo\05a_deltaapproach\bsp_01 from obviously deltaaproach and im stuck at this part

In hex workshop, do a search in shared[sbsp].sbsp as: Type: 32 bit Unsigned Long, Vaule: 138887680, Check Find All Instances, and check Little Endian, and Driection Down.

im pretty sure taht i have the right offset and everything but when i open the bsp_01[sbsp].sbsp in hex workshop theres nothing in it i mena nothing just like i clicked new

Posted: Tue Apr 11, 2006 7:49 pm
by XxSilencedDeathxX
LuxuriousMeat wrote:im having trouble with this tut im triyng to convert Scenarios\solo\05a_deltaapproach\bsp_01 and im stuck at this part

In hex workshop, do a search in shared[sbsp].sbsp as: Type: 32 bit Unsigned Long, Vaule: 138887680, Check Find All Instances, and check Little Endian, and Driection Down.

im pretty sure taht i have the right offset and everything but when i open the bsp_01[sbsp].sbsp in hex workshop theres nothing in it i mena nothing just like i clicked new
Oh wait, read that wrong..

make sure you have the right file open, or make sure it extracted correctly...or if there are more, try opening them and see what happens.

Posted: Tue Apr 11, 2006 7:51 pm
by LuxuriousMeat
yea i know i have the right one but im more stuck at this yea there are 3 taht end in .sbsp and opened them all and searched them all couldnt find it ill try to re extract it

EDIT yea i reextracted still same problem i guess ill try another BSP
Image

Posted: Tue Apr 11, 2006 7:56 pm
by kornkidcrazy
Just open shade's app, and make the bsp size and magic the same number as the bsp you are converting. Then, just open hex workshop, find the bsp in the sp map, select the size of the bsp (same nuber as the bsp size above), and then find the bsp in the mp map, select the size of the sp bsp, and then copy and paste. Then just open shade's app again, go to the 2nd tab, for imput map fin the sp map, for dest map find the mp map, and for the small box, if this is the first bsp, type in 0, then press ok. This adds the raw and such for you, plus it relinks everything.

Posted: Wed Apr 12, 2006 1:48 am
by Doom
kornkidcrazy wrote:Just open shade's app, and make the bsp size and magic the same number as the bsp you are converting. Then, just open hex workshop, find the bsp in the sp map, select the size of the bsp (same nuber as the bsp size above), and then find the bsp in the mp map, select the size of the sp bsp, and then copy and paste. Then just open shade's app again, go to the 2nd tab, for imput map fin the sp map, for dest map find the mp map, and for the small box, if this is the first bsp, type in 0, then press ok. This adds the raw and such for you, plus it relinks everything.
when I am selceting the bsp of my single player map I and I click copy when in hex editor, I get a error and it says It has to close.

I need some help :P

Hopefully you know what is going on!

-Doom

Posted: Wed Apr 12, 2006 3:03 am
by teamobliteration.co.uk
nice i was going to do one today i already no what to do after studing hex and shades ut all of yesturday untill my eyes started to bleed lol guess no that was a waste of time of well.

Posted: Wed Apr 12, 2006 4:31 am
by DoorM4n
Can't shade45's tool fix the raw pointers?

Posted: Wed Apr 12, 2006 6:00 am
by shade45
DoorM4n wrote:Can't shade45's tool fix the raw pointers?
Yeah it brings the raw into the map and fixes the pointer for you.

Posted: Wed Apr 12, 2006 6:07 am
by GreekM0ddr
nice tut helps a lot

Posted: Wed Apr 12, 2006 7:24 am
by XxSilencedDeathxX
Thanks for the replies. :)

Also, if your getting any errors, especially in hex workshop when you open something, than you did something wrong so just go back over the step you just did and make sure everything is correct, or post here and tell us your problem and me and/or maybe shade can help you out.