PMI BSP?
- reanimation-06
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PMI BSP?
How do you add a new section of BSP into another map?
Say, I wanted to add the base in Infinity to Death Island.
I haven't found any exact tutorials on this yet here.
And once added, how would you edit that BSP.
+ For machines (such as level/a30/beamemitter or doors), how would you add them to a map after PMI (convert to scenery?), and make them move/close?
Say, I wanted to add the base in Infinity to Death Island.
I haven't found any exact tutorials on this yet here.
And once added, how would you edit that BSP.
+ For machines (such as level/a30/beamemitter or doors), how would you add them to a map after PMI (convert to scenery?), and make them move/close?

How to save a life...
I'm really tempted to say 'Custom edtion' in big bright red letters, but that wouldn't answer your question, so:
Conure
That's your answer.
Conure
That's your answer.

For anybody still wondering where FTD has gone, here it is.
- reanimation-06
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Adding machines and BSPs that sync online would really be a CE thing, I think.
For anybody still wondering where FTD has gone, here it is.
- DeadHamster
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- reanimation-06
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- DeadHamster
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and the final correct answer on this is in fact CE>PC.
Theres two ways of going about this. Building your own custom BSP itself and turning existing BSP chunks into scenery itself or tagging a existing BSP with what new iems you want in it. There are tags for thoes infinity bases and you place them just like scenery.
I looked for 10 mins of this pic I had with the TaR in the sky over BG and could only find the one of the bitmaps corrupted in the Redux WIP but thats how we did it and it was simple.
As far as machines working in PC i havent seen a issue with them cause the beam emitter in infinty is in fact a machine but its on a spawn time. machines like doors and what not may involved some custom scripting for MP end but i cant say 100% if it would or not.
But yea, the BSP deal is going to have to be done in CE. Trying to do it another way is going to be like trying to reinvent the wheel or using HMT to swap dependacys. Sure it can be done, but the ammout of time and effort placed into doing that way is so counter productive.
Theres two ways of going about this. Building your own custom BSP itself and turning existing BSP chunks into scenery itself or tagging a existing BSP with what new iems you want in it. There are tags for thoes infinity bases and you place them just like scenery.
I looked for 10 mins of this pic I had with the TaR in the sky over BG and could only find the one of the bitmaps corrupted in the Redux WIP but thats how we did it and it was simple.
As far as machines working in PC i havent seen a issue with them cause the beam emitter in infinty is in fact a machine but its on a spawn time. machines like doors and what not may involved some custom scripting for MP end but i cant say 100% if it would or not.
But yea, the BSP deal is going to have to be done in CE. Trying to do it another way is going to be like trying to reinvent the wheel or using HMT to swap dependacys. Sure it can be done, but the ammout of time and effort placed into doing that way is so counter productive.
Life is not how you survive the storm, but how you dance in the rain
- DeadHamster
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- reanimation-06
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So how would you do that? Extract the beamemitter from Infinity and have it work in another map.Pepsi wrote:and the final correct answer on this is in fact CE>PC.
Theres two ways of going about this. Building your own custom BSP itself and turning existing BSP chunks into scenery itself or tagging a existing BSP with what new iems you want in it. There are tags for thoes infinity bases and you place them just like scenery.
I looked for 10 mins of this pic I had with the TaR in the sky over BG and could only find the one of the bitmaps corrupted in the Redux WIP but thats how we did it and it was simple.
As far as machines working in PC i havent seen a issue with them cause the beam emitter in infinty is in fact a machine but its on a spawn time. machines like doors and what not may involved some custom scripting for MP end but i cant say 100% if it would or not.
But yea, the BSP deal is going to have to be done in CE. Trying to do it another way is going to be like trying to reinvent the wheel or using HMT to swap dependacys. Sure it can be done, but the ammout of time and effort placed into doing that way is so counter productive.
Edit: Tried extracting beamemitter from a30 to DeathIsland. The blast does not move. It simply stays in one spot. Any way to fix that without CE?

How to save a life...
- DeadHamster
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Pepsi, I'll say it before he gets here and does himself
And of course I didnt remove you of Xfire, I just havent been on my computer at all lately. I'll go log onto it right now though.
Oh, and I have a ghetto way to make that work, I believe the device shoots a projectile yes? Im sure of it, PMI the projectile into a map, duplicate a frag grenade or something like that, place the frag in with sparkedit, set the respawn times to however long you want the beam to wait before shooting, then swap the beam for it.
That might sound really hard, but It wouldn't be too difficult methinks.
Or something like that.andrew_b wrote:So, modding isn't about quickness, it's about modding
And of course I didnt remove you of Xfire, I just havent been on my computer at all lately. I'll go log onto it right now though.
Oh, and I have a ghetto way to make that work, I believe the device shoots a projectile yes? Im sure of it, PMI the projectile into a map, duplicate a frag grenade or something like that, place the frag in with sparkedit, set the respawn times to however long you want the beam to wait before shooting, then swap the beam for it.
That might sound really hard, but It wouldn't be too difficult methinks.