Digital Paint Discussion Board
Development => Mapping => Topic started by: stigma on April 04, 2007, 09:13:08 PM
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make sure you readme file to see what is what there also some tuts in this rarzip and Radeint xp map editor and few other problem for mapping
http://www.kingpinforever.com/cujodesign/mappingtools.rar
(http://www.kingpinforever.com/cujodesign/mappingtools.rar)
here website with some very good tut on mapping error's and so-on also how setup q3rad editor also
http://poisonville.net/hypov8/tuts/hom.htm
http://poisonville.net/hypov8/tuts/hint.htm
http://poisonville.net/hypov8/tuts/qe4.htm
http://poisonville.net/hypov8/tuts/q3rad.htm
http://poisonville.net/hypov8/tuts/def.htm
http://poisonville.net/hypov8/tuts/wally.htm
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Some useful stuff there. Thanks for the links.
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am pertty sure them tut links also work in this game :)
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Radiant Xp if you use this editor to make maps for paintball you have to Manually setup
Players/ Weapons for paintball
Until I make radiant xp def file that works for paintball.
If need help setup xp rad let me know
you check out tut here
you just have change the game path from kingpin to pball
http://poisonville.net/hypov8/tuts/q3rad.htm
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i made 3 new grass textures them grass textures in paintball are horriable looking these are my own personal textures that i made with psp7 you use them and you have my permission use them anyway you like or edit them as you like
http://www.kingpinforever.com/cujodesign/grass.rar (http://www.kingpinforever.com/cujodesign/grass.rar)
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You might try this one: http://dplogin.com/files/textures/pball/hr4/grassp1.jpg
More high res textures here: http://dplogin.com/files/textures/pball/hr4/
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those look sweet.
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in that gras zip there high res one also
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anyone useing them tools i posted here?
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I Read tutorials, but didnt download those tools. What are those tools?
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I Read tutorials, but didnt download those tools. What are those tools?
http://www.kingpinforever.com/cujodesign/mappingtools.rar
1. debsp = decompiler decompile any bsp to map file
2. kpbsp = updated winbsp map compiler
3. radXp = map editor [have set this for pb]
4. mapspy = finds error in maps other stuff
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I'm not sure if it would be a good idea to use a different BSP compiler- what advantages does it have over the one we currently use?
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QeRadiant Map Editor build. Ver.156 it just updated map editor like gtkradient
This pretty much has same things as the map editor in bsppack. Except hole lot better
And have lot new update for quake base games like this. And it own map compiler
Am working on tut to set this up for pball it little diffent them bsp trying work on def file for pball for it
I'm not sure if it would be a good idea to use a different BSP compiler- what advantages does it have over the one we currently use?
so much you would not belive it
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The DeBsp is not for Quake II. It's for RtCW (Return to Castle Wolfenstein).
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it still works on most bsp file [;-)
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The DeBsp is not for Quake II. It's for RtCW (Return to Castle Wolfenstein).
how to decompile most sin,doom2,quake,quake1,cs,halflife,rtcw quake3,sof1, kingpin and paintball any maney other bsp maps
first make folder on desktop or anywhere unzip debsp to that folder
now put a bsp file in that folder
now open debsp now we need to find a bsp file click browse
point to bsp in the folder once this is done click on decompile
that its now you have a map file now all have do open map editor open the map file
note: be sure before you decompile a bsp into a map file always ask the owner and get his permission. to use and editor another persons work.
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PbRadiant_alpha
Thought I would play with a Radiant map editor sees if it would work for paintball
This is something am playing with in my spear time and trying to get to work.
Fully for paintball so this may take some time for paintball I don’t code that good.
Did new Paintball def file that seems to works on Radiant build 202
Still checking all code in paintball enties and stuff
http://www.kingpinforever.com/cujodesign/pbeditor1.jpg
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so much you would not belive it
Got a feature list anywhere? If it's better than the DeWan compilers, I'll put it in the next bsp pack.
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how to decompile most sin,doom2,quake,quake1,cs,halflife,rtcw quake3,sof1, kingpin and paintball any maney other bsp maps
first make folder on desktop or anywhere unzip debsp to that folder
now put a bsp file in that folder
now open debsp now we need to find a bsp file click browse
point to bsp in the folder once this is done click on decompile
that its now you have a map file now all have do open map editor open the map file
[/quote]I'm not sure if it would be a good idea to use a different BSP compiler- what advantages does it have over the one we currently use?
http://www.kingpinforever.com/cujodesign/mappingtools.rar
1. debsp = decompiler decompile any bsp to map file
2. kpbsp = updated winbsp map compiler
3. radXp = map editor [have set this for pb]
4. mapspy = finds error in maps other stuff
it still works on most bsp file [;-)
It would be nice if this/these web links were still active and weren't taken down, I've been looking for a .bsp decompiler
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http://downloads.kingpinforever.com/utilities/mapping_tools/winbspc.v1.4.kingpin.update.zip.info.html
it will create bugs in brushwork, and you cant bsp2map maps which have models in it.. unless you open the map in notepad and delete the model entities manually.
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thanks blaa, but, lol eiii already helped me w/ that, srry lol