[Mod/Beta] Small BSP Edit (Invisible Coag), Upcoming App

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slayer410





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Re: Yes

Post by slayer410 »

[quote="shade45"][quote="the hero"]
So with this it
Doom




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Post by Doom »

Well we would be able to make custom maps... But we still got to figure out uv mapping... =[

Looks great! I would also I would love to be a beta tester of this program!

PM me if you can or I will PM you.

Thanks

-Doom
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mike0619




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Post by mike0619 »

Can someone take some pics of the bsp edit i dont have my xbox at the moment
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Munsie




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Post by Munsie »

XxSilencedDeathxX wrote:Nice! I can't wait until this is finished!

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-Silenced
Very much so.

I've always wanted to flip Midship... I just think it'd be so much fun...

--

@App Master (Yes, you): Can you make a feature on the next release so that it duplicates and then flips it on a centre axis?

I just think it'd be neat to have a replica of Foundation (Example) glued to the top of the map :D You could fly up to the other one and go into the upside rooms :)

~Munsie
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Post by Shalted »

Doom wrote:Well we would be able to make custom maps... But we still got to figure out uv mapping... =[

Looks great! I would also I would love to be a beta tester of this program!

PM me if you can or I will PM you.

Thanks

-Doom
Well, I'm going to clear some things up,
1.I.m pretty sure you can get the UV Maps from the UV Chunk In the BSP's Model reflexive. :roll:. If not, Darkmatter's BSP Veiwer wouldn't be able to show the textures properly, athough bump mapping would have been nice.

2. These "holes" are created from moving the collision vertices around, it has something to do with the edge list.(and also, I think the BSP may have a physics model that syncs up with the collision model, but thats just my wild speculation :) )

Anyway, as DarkNova so elagently put it
DarkNova wrote:The BSP isn't something we want to modify, it's something we want to rebuild
I like the application DaWandererLee, it's very nice;y designed. And is useful if you want to create some simple BSP mods like making something look damadged, or destroyed, but it's not for creating new BSPs, there are still some things we need to figure out. :)
Awaiting connection...
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shade45




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Post by shade45 »

does the map flip thing just flip the mesh or does it flip the coll to, if so sweet :D
and for the map flipping option u should add a option to flip it a user set number or degree's becouse it would be cool to have sideways maps and stuff to ;)
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Post by wasserbrunner »

awsome!
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Cool

Post by DaWandererLee »

shade45 wrote:does the map flip thing just flip the mesh or does it flip the coll to, if so sweet Very Happy
and for the map flipping option u should add a option to flip it a user set number or degree's becouse it would be cool to have sideways maps and stuff to ;)
Check the picture again, there are options to apply to mesh, collision, or both.
Good call, but the formula for that would be alot more difficult, I'll work on it though.
high6 wrote:dawanderlee u remember to reline the bsp after flipping?
Heh don't worry about it man, already got it covered, it flips it while still making sure the lowest and highest z coordinates are the same.
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latinomodder





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Post by latinomodder »

dude I flipped mid ship but it did have any coll since you went sraight threw and got killed by the gurdians, dude awsome app but I think my graphics card is gay and wont let me see the shit.

LEo'beta testing woot
:D
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Shalted




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Post by Shalted »

latinomodder wrote:dude I flipped mid ship but it did have any coll since you went sraight threw and got killed by the gurdians, dude awsome app but I think my graphics card is *** and wont let me see the ***.

LEo'beta testing woot
:D
Shalted wrote:
Doom wrote:Well we would be able to make custom maps... But we still got to figure out uv mapping... =[

Looks great! I would also I would love to be a beta tester of this program!

PM me if you can or I will PM you.

Thanks

-Doom
Well, I'm going to clear some things up,
1.I.m pretty sure you can get the UV Maps from the UV Chunk In the BSP's Model reflexive. :roll:. If not, Darkmatter's BSP Veiwer wouldn't be able to show the textures properly, athough bump mapping would have been nice.

2. These "holes" are created from moving the collision vertices around, it has something to do with the edge list.(and also, I think the BSP may have a physics model that syncs up with the collision model, but thats just my wild speculation :) )

Anyway, as DarkNova so elagently put it
DarkNova wrote:The BSP isn't something we want to modify, it's something we want to rebuild
I like the application DaWandererLee, it's very nice;y designed. And is useful if you want to create some simple BSP mods like making something look damadged, or destroyed, but it's not for creating new BSPs, there are still some things we need to figure out. :)
:roll:
Awaiting connection...
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Post by kornkidcrazy »

This sounds awsome! I <3 you
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Post by thefreindly0ne »

i dont know what to say
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Post by chrasherx »

say that its awsome!
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Post by slaj »

WTF the program leaked what ? wanna be in the list please make me allowed ^^
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Post by pokecancer »

The reason there is a hole is because coll and phmo both need to be padded to work. Back then I didn't know about holes, You can fix it easily by changing the size of the meta right before it in the meta index.
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Post by thefreindly0ne »

i made a mod for terminal and when your an elite you cant see a thing it looks like your outside the map and when your teh spartan you can see it in the map weird aint it :shock: :shock: :shock: :shock:
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shade45




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Post by shade45 »

pokecancer wrote:The reason there is a hole is because coll and phmo both need to be padded to work. Back then I didn't know about holes, You can fix it easily by changing the size of the meta right before it in the meta index.
Now we know how to fix the holes, someones gotta make there program do it now :D
slayer410





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Post by slayer410 »

shade45 wrote:
pokecancer wrote:The reason there is a hole is because coll and phmo both need to be padded to work. Back then I didn't know about holes, You can fix it easily by changing the size of the meta right before it in the meta index.
Now we know how to fix the holes, someones gotta make there program do it now :D
Maybe he could add it to this program and give pokecancer credit? :roll:
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Post by Shalted »

Maybe Pokecancer wants to tell what reflexive the phmo model is? Unless he's talking holes in the map, not physical BSP holes.
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Post by slaj »

Please : How to "be on the list" ?
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