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D2f's custom 2fort... how'd you do it?
 
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Backalleybuttlove
Super Regular
Crack-Powered Capper

P: 10/14/2020 10:58 EST
E: 10/14/2020 10:58 EST
    I made a counter-strike map back in the day so I was just curious how you added the fireplaces along with all the other custom stuff. I don't think you changed the .bsp file, otherwise I'd be getting a lot of "your 2fort.bsp differs from the server's" when I play 2fort on another TFC server. Also the leaf sprites and the pre-game teleport thing as well the fireworks and lest we forget... THE PUMPKINS!? I'm just curious how that was done as a very amateur ex-map developer. I'm guessing the forth of July thing and the holographic players is some sort of mod.

I guess my main question is the fireplace, how are you able to put in the fireplace without changing the .bsp file?
  
drippy-
Unreasonable Dictator
Hot Roasted
Sniper Delivery

P: 10/14/2020 11:07 EST
    I just use a mod to add it as a custom entity (models/d2f/fireplace.mdl) when the match starts. Thats the same for the pumpkins and leaf sprite and the wall outside the spawns. The fourth of july effects are done via tempents in the hlds engine.
  
Mr. Walnuts
Daycare Manager
Pipey FlagCatcher

P: 10/14/2020 12:15 EST
    Duh!  
Backalleybuttlove
Super Regular
Crack-Powered Capper

P: 10/14/2020 12:21 EST
    Ah, it's a model. How do you get it in that specific location and how does it do the health regeneration thing? Or is it just already included with the mod? Is there a particular name for this mod? Sounds like there's some sort of software where you can add these custom entities like the pumpkins, fireplaces and leaves. I'm guessing you did the same thing with that grass texture that's on the bridge instead of the concrete texture.

In any case, I'm impressed you can modify a map without totally changing the map file.

  
drippy-
Unreasonable Dictator
Hot Roasted
Sniper Delivery

P: 10/14/2020 13:15 EST
E: 10/14/2020 13:15 EST
    Its my own custom mod that I don't really have available for others.

AMX can do the same stuff though (google AMX custom entities) and there are probably other metamod addons that do it (http://metamod.org/)
  
Spoofer
Super Regular
WMD Creator

P: 10/14/2020 14:58 EST
E: 10/14/2020 20:06 EST
    Expanding on what drippy said (and I have a question for you in the 2nd paragraph), there's an .ent (entity) file within each map .bsp that keeps a record of and controls all map entities. The server can feature a modified .ent file (and therefor a modified .bsp) and each client can still connect to the server/map with their own original .bsps. The server's .ent file is the one that controls what entities are loaded, and the client's .ent file is almost entirely ignored. The one thing that you can't change (IIRC) in either the server or client .bsp and still be able to connect to each other is actual map brush architecture, which would likely create a mismatch. But so long as the architecture changes are done by creating/modifying/moving models (which are entities), like the fireplace and grass, it'd be fine.

I have recently been looking for an option, and maybe drippy has the answer to this, to easily have the server search for a separate corresponding entity file override without having to edit the .bsp itself, as for custom maps you don't want clients automatically downloading a modified unoriginal version of the .bsp. IIRC you can have the server load the modified .bsp while offering the original up for fast download, but if the load directory and fastdl are one and the same, it would be nice to have a more direct option. It looks like EntMod can achieve something like that if you play around and create/move stuff around ingame, but I'd rather just deal with the .ent file directly.

Extra:

There's one thing I know of that the client can change within their own .ent (and by extension .bsp) files that affects how their game operates, which is what .wad files are used when the .bsp is searching for the right textures to load. This allows you to create your own replacement custom textures for maps even when the map has its original custom textures embedded within the map itself. You'd first tell GoldSrc to ignore embedded textures (r_wadtextures 1), then you'd edit the .ent/.bsp file to look for a new .wad file you'd create (for example, schtop.wad), and put your own custom textures (matching the original texture names the map is searching for) in there for the map to find. Now your schtop can look like this:

https://youtu.be/mkIR3p78aVc

Which reminds me, it'd be awesome to find a way to control/edit custom map messages (e.g. "Blue security has been deactivated!") like you can all original ingame messages via titles.txt, but as an entity dictates and sets the message (which the host server controls), it seems like there's nothing the client can do to control it. Which is a good thing, I suppose, as being able to do so would by extension probably open up too many other opportunities for the client to exploit various stuff.
  
Ignorant_Florist
Daycare Manager
Pipebomb Monkey

P: 10/14/2020 17:09 EST
    https://youtu.be/i6l8MFdTaPE  
drippy-
Unreasonable Dictator
Hot Roasted
Sniper Delivery

P: 10/14/2020 17:43 EST
    Nope, I don't have an answer for that Spoofer. I've always used my mod to spawn the entities rather than include them in the map.  
Spoofer
Super Regular
WMD Creator

P: 10/14/2020 18:44 EST
E: 10/14/2020 18:44 EST
    Interesting, I'll have to look more into the available plugin options then. Thanks.  
EmotionallyDisturbedParakeet
Super Regular
FatGuy With
A LittleGun

P: 10/16/2020 13:11 EST
E: 10/16/2020 13:17 EST
    This discussion brings back fond memories. I spent 3 hours a day sophomore-senior high school in IST vocational learning/practicing C++, including writing a q3 .bsp loader, custom entities, brush-plane based collision detection and making simple games. Shaders weren't a thing, fixed pipeline OpenGL, unity wasn't a thing. This is giving me the coding itch again...

Wonder how hard it would be to make a TFC-2 remake in Unity? Take an existing FPS template, replace with TFC models add shaders and ralphy and voila...
  
Murf
Super Regular
Killer Scout
Supreme

P: 10/16/2020 20:22 EST
    STFU nerd.  
EmotionallyDisturbedParakeet
Super Regular
FatGuy With
A LittleGun

P: 10/17/2020 14:40 EST
    Murf, with respect, this is not the appropriate forum to tell "nerds" (a highly offensive and pejorative term for intelligent people) to be quiet.

fgt.
  
Murf
Super Regular
Killer Scout
Supreme

P: 10/17/2020 17:26 EST
    STFU egghead.  
EmotionallyDisturbedParakeet
Super Regular
FatGuy With
A LittleGun

P: 10/18/2020 00:17 EST
    Upset codes in unity, spoofer I believe has the ability but don’t know how much he codes. Drippy obvs knows how to code although unsure if he’d have the interest. Angry salad is similarly competent but unsure if coding falls under his purview. Shemmie has held various dev jobs although I think he went back to school to learn shit like a idiot.

This is doable.
  
Backalleybuttlove
Super Regular
Crack-Powered Capper

P: 10/18/2020 12:18 EST
   
drippy- wrote:
Nope, I don't have an answer for that Spoofer. I've always used my mod to spawn the entities rather than include them in the map.
I'm curious how this mod works. Does this mod allow you to open up the bsp file kind of like a .mpa or .vmf file in hammer editor and from there put the fireplace in that specific place, as in you see the actual map of the flag room and where you want the fireplace to go? Or is it less user friendly and you have to put in a command like Dos and run the game in some sort of developer mode to get the coordinates as to where you want the fireplace?
  
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