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Join One (or Two) Areas In De_weeds_casbah?
Rich Nagel
post 29/07/2012 - 09:23:04 |   Post #1
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Folks,

I recently uploaded a map that I had converted from Team Fortress Classic over to Counter-Strike. The map is one of the stock maps of TFC, "Casbah" (a.k.a. "Mideast"), and makes for some pretty fun bomb/defuse Counter-Strike games (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)

After playing the finished map conversion for a while, I've realized/thought that it would be a lot more fun if a specific area (or two) of the map was joined to another.



Download the map here:

http://www.17buddies.net/17b2/View/Map/822...eds_casbah.html

...and a screenshot of what I'm refering to is here:

http://cloud-2.steampowered.com/ugc/115317...A495B4538233D6/

Anyhow, what I'm wondering is, does anyone have the capability to connect the two areas marked as "1" in the above-linked overview map screenshot? Possibly with a tunnel or hallway connecting the two areas?

The two areas marked as "2" would also be nice if they were connected together in the same type of manner, but that one isn't really all that important (as there really isn't that much gameplay action in the area of the map to the right of the ">" arrow under the number "2"). Nevertheless, it would be nice if they were connected as well (using maybe a tunnel or hallway of sorts).

Note that I do not have the original ".map" file, but I *think* that I can decompile the ".bsp" using Nemesis' "BSP Viewer" utility (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)



This post has been edited by Chapo: 29/07/2012 - 10:11:55
Reason for edit: added some 'post improvement'
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.:T:.Mr_White
post 09/09/2012 - 22:32:01 |   Post #2
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Hi rich,

BSP2MAP

Not all maps will work but you could try this program and then open the .map file in hammer. I've played that map in dod,tfc and it wouldn't really be that hard to remake it, its kinda flat which makes it relatively easy.

This post has been edited by .:T:.Mr_White: 09/09/2012 - 22:32:36
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Rich Nagel
post 09/09/2012 - 22:41:34 |   Post #3
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QUOTE (.:T:.Mr_White @ 09/09/2012 - 16:32:01) *
Hi rich,

BSP2MAP

Not all maps will work but you could try this program and then open the .map file in hammer. I've played that map in dod,tfc and it wouldn't really be that hard to remake it, its kinda flat which makes it relatively easy.


Yeah, I was able to actually decompile the BSP to a map file and then load it into the Hammer editor, but that Hammer editor is "greek" to me... I can't make heads nor tails of how to operate it LOL!

Also, I seem to have quite a few random crashes with the Hammer editor, and I never really got that sorted out to stop the crashes.

As far as a remake; I wouldn't need/want a complete remake per-say, but if I could simply join the areas that I described in my screenshot (linked to previously), that map would be an absolute blaste in CS/CS:CZ (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)
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.:T:.Mr_White
post 14/09/2012 - 21:41:44 |   Post #4
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I will have a looky, not making any promises.
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Rich Nagel
post 14/09/2012 - 23:59:21 |   Post #5
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QUOTE (.:T:.Mr_White @ 14/09/2012 - 15:41:44) *
I will have a looky, not making any promises.


THANKS A MILLION! (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)
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.:T:.Mr_White
post 23/09/2012 - 03:31:56 |   Post #6
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QUOTE (Rich Nagel @ 14/09/2012 - 14:59:21) *



Too many errors man. The best solution in this scenerio would be to set up teleports from one area to another.
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Rich Nagel
post 23/09/2012 - 12:17:08 |   Post #7
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QUOTE (.:T:.Mr_White @ 22/09/2012 - 21:31:56) *
Too many errors man. The best solution in this scenerio would be to set up teleports from one area to another.


A-OK, thanks for the help and info (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)

That teleports method is a pretty good idea, and also is something that I can add strictly with map entities (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)
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.:T:.Mr_White
post 23/09/2012 - 13:07:51 |   Post #8
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Np, you could even get crafty and add models and sprites simulating a teleporter.
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Rich Nagel
post 27/09/2012 - 14:56:17 |   Post #9
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Actually, I was able to get it to work by adding the "trigger_teleport" as a point based entity.

Seemed to work fairly well too for the bots, after editing the bot NAV meshes to join the mesh near the teleport to the mesh near the teleport destination (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)
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.:T:.Mr_White
post 04/02/2013 - 11:36:31 |   Post #10
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You don't need an AAA brush to tie to an entity of any sort. Now if you wanted to say take a flag in a game and make it a capture are, then you would need some sort of func_nobuild or AAA brush which you can't insert without hammer right? That is right. However, if there are brushes that aren't being used or invisible brushes that are being used for say like spawn protection, or buy points in CS, you can duplicate those and manipulate them into other entities such as trigger_hurts, capture area's, trigger of events, and so forth.

I used this same method in dod_caen to where I was able to insert an extra flag in the middle caen and duplicated an invisible brush adding a capture area around the horse statue.

This post has been edited by .:T:.Mr_White: 04/02/2013 - 11:38:44
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Rich Nagel
post 05/02/2013 - 03:02:55 |   Post #11
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@Milburn,

Sorry for not replying to your old post... the forum didn't send me a reminder email, but it did when Mr_White replied.

Anyhow, all of this 'brush talk' is way over my head <grin>, but yes, I've successfully added point-based entities to a lot of maps that work just fine (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif) This for maps for CS/CS:CZ, as well as DoD.

Note though (as I'm sure that you know), a point-based entity will require the player (or bot) to pass DIRECTLY OVER (or through) the point... unlike a brush entity (from what little I understand about them), which can be an invisible model that encloses a large(er) area.

In other words, adding a point-based flag entity in DoD works great for quick/short duration single-man caps... but is fairly useless for two (or more) player cap areas (that require bit of time for the players to cap), as the players will need to hump the flag for a time in order to cap the area.

This post has been edited by Rich Nagel: 05/02/2013 - 03:07:14
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.:T:.Mr_White
post 16/03/2013 - 01:15:37 |   Post #12
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That is correct Rich but what I've been trying to tell you fellas is that you can copy and manipulate brushes in game, move them and rename them to almost any entity.

For example if I wanted a capture area over this flag instead of a point entity, I would open BSPviewer and BSPedit. Next I would check to see if the map has any capture areas or invisible brushes such as trigger_hurts. Once I find the brush I'm looking for, I copy it and paste it in word pad or note pad.

In BSPedit, i got the same brush I just copied and add this line to it:

"origin" "0 500 0"

This will move the brush 500 units in the y position. Save it and open BSPviewer, you will see the change you did. You have to start any invisible brush at the origin of "0 0 0" and move it manually. It's a bit of a pain in the ass but it allows you to create more in the map without actually editing the map with a world builder.

Ive made trigger_hurts with spawn protection. Capture areas, func_mortar fields, triggers of every sort. I've added a capture area around the horse statue and put a flag in dod_caen with the method mentioned above.
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Rich Nagel
post 16/03/2013 - 03:58:37 |   Post #13
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Ahhh... I think I'm now understanding what you're saying, thanks for the info! (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)

So, if I've got this right, I could (as an example) use the following entity:

CODE
{
"model" "*28"
"rendercolor" "0 0 255"
"renderamt" "255"
"rendermode" "4"
"material" "1"
"health" "1"
"classname" "func_breakable"
}


...and then add a:

CODE
origin" "0 500 0"


...to the entity; which would then _move_ that model (28) the given amount of units?

This post has been edited by Rich Nagel: 16/03/2013 - 03:59:20
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.:T:.Mr_White
post 19/03/2013 - 13:17:12 |   Post #14
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yah.

CODE
{
"model" "*28"
"origin" "0 500 0"
"rendercolor" "0 0 255"
"renderamt" "255"
"rendermode" "4"
"material" "1"
"health" "1"
"classname" "func_breakable"
}


Might I add. If you plan on duplicating the brush over and over again. You may only view the duplicated brush one at a time, this is why I have my notepad out, so I may copy it and paste and move on to the next position. If you have 2 of the same model or brush it won't show up in BSPviewer. Only work on one at a time and paste your satisfied result in notpad that way you can keep track of your work and when your done, then go back and paste it all back into with BSPedit. Don't forget to delete the origin out of the original!

This post has been edited by .:T:.Mr_White: 19/03/2013 - 13:20:52
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Rich Nagel
post 18/08/2014 - 05:12:02 |   Post #15
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Folks,

I FINALLY got off of my butt and added teleporters to my "de_Weeds_Casbah" ("Team Fortress Classic" conversion) map, making it a helluva LOT more fun to play in Counter-Strike and Counter-Strike: Condition Zero! (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)

Re: http://forum.17buddies.net/index.php?showtopic=13293
Proposed Changes: http://steamcommunity.com/sharedfiles/file...ls/?id=85913720
New Overview Map: http://steamcommunity.com/sharedfiles/file...s/?id=302090299

Banner: http://www.17buddies.net/17b2/Btn/3/1/1/1/1/en/82262.png

Download: http://www.17buddies.net/17b2/View/Map/822...eds_casbah.html
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Chapo
post 18/08/2014 - 09:03:57 |   Post #16
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Where can modified version be found? oO
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Rich Nagel
post 18/08/2014 - 18:15:43 |   Post #17
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QUOTE (Chapo @ 18/08/2014 - 03:03:57) *
Where can modified version be found? oO



QUOTE (Rich Nagel @ 17/08/2014 - 23:12:02) *


:wink: (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)
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Barter
post 24/10/2016 - 08:10:18 |   Post #18
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QUOTE (Rich Nagel @ 18/08/2014 - 18:15:43) *


Awesome, just what I've been looking for Rich.
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