Well, the water is in the bsp, so I'd assume It would go when you remove the bsp. But by looking at thismod, im stumped.Snaku wrote:He said he got the water from Zanzi.
Hey, does the water stay when you inject a new bsp? Like, would waterworks keep its water? (that's assuming WW even uses the same kind of water as Zanzi or Headlong).
Water In BeaverCreek In Gemini
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To do this you have to add the water raw(bsp raw 3) to your map, in this case poke took it from zanzibar. Then enable the water reflex in the sbsp and relink all the raw data pointers to the water raw. But you will have to convert the bsp to a map like gemini just like poke had to becouse you wont be able to add extra bsp space to the map and gemini has alot.Monkey Terd wrote:Well, the water is in the bsp, so I'd assume It would go when you remove the bsp. But by looking at thismod, im stumped.Snaku wrote:He said he got the water from Zanzi.
Hey, does the water stay when you inject a new bsp? Like, would waterworks keep its water? (that's assuming WW even uses the same kind of water as Zanzi or Headlong).
if you use the dev cam you can see the the beaver creek water is only big enough for that lowered area so i can see why he moved stuff from all over the place.
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First I opened entity and extracted zanzibar. Then i followed the water reflexive(byte 548) and it takes you to a chunk thats 172 bytes. There are 2 idents here to be fixed. There is also a reflexive in this chunk so you need to get its data too. It has 3 chunks each 16 bytes(so 48 bytes)
Then i extract beavercreek(parsed,recursively)
the main chunk already exists in most mp maps(all?), so you can just copy it over from zanzi, add 2 references to idents at the right spot in the meta.xml file.
Now take the nested chunk(48bytes), copy it and paste at the end of the beavercreek sbsp we are using. Not the offset, that is our translation.
So now we go to the offset where the reflexive is and fix it. BSPMagic + BSPOffset + Translation. Then add this reflexive to the xml file as well.
Now we want to pad the bsp, I did an interval of 512 bytes and it worked fine, just make sure the bsp size in hex ends in 00. Then change the bsp size in the xml.
Now we gotta add the raw to the sbspraw file. Go to the end of the file, make note of the offset and size of your raw and paste it.
Open up the rawxml file, and goto the end. Copy one of the lines pointing to bsp raw. Change the pointer offset to the current location of the chunk that is 172 bytes+16 and change the size in the xml(in decimal). Rawdataoffset is the offset in the raw file where the new raw data is so type that in and add like 2 to the pointstooffset variable(as long as its different) .
Now go back to zanzi, save the water_static shader parsed and recursively.
Open gemini(or whatever fits your bsp), Build the water. Then build the beavercreek bsp.
Open up the sbsp tag and change the 2 idents to what they should be, the first one is the water shader for zanzi, and the second points to the sbsp.
Then move spawns and your done.
Then i extract beavercreek(parsed,recursively)
the main chunk already exists in most mp maps(all?), so you can just copy it over from zanzi, add 2 references to idents at the right spot in the meta.xml file.
Now take the nested chunk(48bytes), copy it and paste at the end of the beavercreek sbsp we are using. Not the offset, that is our translation.
So now we go to the offset where the reflexive is and fix it. BSPMagic + BSPOffset + Translation. Then add this reflexive to the xml file as well.
Now we want to pad the bsp, I did an interval of 512 bytes and it worked fine, just make sure the bsp size in hex ends in 00. Then change the bsp size in the xml.
Now we gotta add the raw to the sbspraw file. Go to the end of the file, make note of the offset and size of your raw and paste it.
Open up the rawxml file, and goto the end. Copy one of the lines pointing to bsp raw. Change the pointer offset to the current location of the chunk that is 172 bytes+16 and change the size in the xml(in decimal). Rawdataoffset is the offset in the raw file where the new raw data is so type that in and add like 2 to the pointstooffset variable(as long as its different) .
Now go back to zanzi, save the water_static shader parsed and recursively.
Open gemini(or whatever fits your bsp), Build the water. Then build the beavercreek bsp.
Open up the sbsp tag and change the 2 idents to what they should be, the first one is the water shader for zanzi, and the second points to the sbsp.
Then move spawns and your done.
Last edited by pokecancer on Thu May 11, 2006 11:08 am, edited 1 time in total.
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that will take a while... ALL spawns i wouldnt be bothered having water on my map this way moving those spawns will take loads of time only for waterpokecancer wrote:Then move spawns and your done.
one way or the other the map will lack of perfect gameplay since you dont use original map...
nice find though i like it
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