Calling all BSPs

Post Reply
User avatar
CaptainPoopface
Posts: 714
Joined: Sat Feb 16, 2008 5:47 am

Calling all BSPs

Post by CaptainPoopface »

It was undertaken some time ago to convert all the campaign BSPs, but the project was never finished. I would like to ask that it begin again. Sadly, I've never succeeded at a conversion, so I'm relying on the charity of others (as have most of us in our modding adventures). I'm excited about playing on parts of maps that haven't been played on much. There are only three hopes I have for a conversion: SLC, some blocs to seal off the playing area, and a death zone if there is a way to fall off the playing area. SLC is most important of all though. I am also not above requisitioning a mod that has already done the conversion, but the old patches are hard to find nowadays and are sometimes encrypted.
Is anyone willing to help here? I would be grateful, and I think others would be too.
  • Mainmenu
  • scenarios\ui\mainmenu\mainmenu

    00a_introduction
  • scenarios\solo\07a_highcharity\high_0

    01a_tutorial
  • scenarios\solo\01a_tutorial\01_bsp_0
  • scenarios\solo\01a_tutorial\01_bsp_1

    01b_spacestation
  • scenarios\solo\01b_spacestation\01_bsp_2
  • scenarios\solo\01b_spacestation\01_bsp_3
  • scenarios\solo\01b_spacestation\01outro_bsp

    03a_oldmombasa
  • scenarios\solo\03a_oldmombasa\earthcity_1
  • scenarios\solo\03a_oldmombasa\earthcity_2
  • scenarios\solo\03a_oldmombasa\earthcity_3
  • scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp

    03b_newmombasa
  • scenarios\solo\03a_oldmombasa\earthcity_3b
  • scenarios\solo\03b_newmombasa\earthcity_4
  • scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp

    04a_gasgiant
  • scenarios\solo\04a_gasgiant\alphagasgiant
  • scenarios\solo\04a_gasgiant\ag_cinematic_bsp2
  • scenarios\solo\04a_gasgiant\production_arm
  • scenarios\solo\04a_gasgiant\ag_cinematic_bsp1

    04b_floodlab
  • scenarios\solo\04b_floodlab\alphagasgiant2
  • scenarios\solo\04b_floodlab\cableroom
  • scenarios\solo\04b_floodlab\research_arm
  • scenarios\solo\04b_floodlab\cableroom2
  • scenarios\solo\04b_floodlab\production_arm2 DONE

    05a_deltaapproach
  • scenarios\solo\05a_deltaapproach\bsp_00
  • scenarios\solo\05a_deltaapproach\bsp_01
  • scenarios\solo\05a_deltaapproach\bsp_x05

    05b_deltatowers
  • scenarios\solo\05b_deltatowers\bsp_02
  • scenarios\solo\05b_deltatowers\bsp_03
  • scenarios\solo\05b_deltatowers\bsp_01_transition
  • scenarios\solo\05b_deltatowers\bsp_02_transition

    06a_sentinelwalls
  • scenarios\solo\06a_sentinelwalls\sentinelhq_1
  • scenarios\solo\06a_sentinelwalls\sentinelhq_1b
  • scenarios\solo\06a_sentinelwalls\sentinelhq_2

    06b_floodzone
  • scenarios\solo\06b_floodzone\sentinelhq_3
  • scenarios\solo\06b_floodzone\sentinelhq_4
  • scenarios\solo\06b_floodzone\sen_hq_bsp_5
  • scenarios\solo\06b_floodzone\sen_hq_bsp_6

    07a_highcharity
  • scenarios\solo\07a_highcharity\high_0
  • scenarios\solo\07a_highcharity\high_1
  • scenarios\solo\07a_highcharity\high_2
  • scenarios\solo\07a_highcharity\high_3
  • scenarios\solo\07a_highcharity\high_3b
  • scenarios\solo\07a_highcharity\high_4_cinematic
  • scenarios\solo\07a_highcharity\high_4
  • scenarios\solo\07a_highcharity\high_5
  • scenarios\solo\07a_highcharity\gravemind

    07b_forerunnership
  • scenarios\solo\07b_forerunnership\high_6
  • scenarios\solo\07b_forerunnership\high_7
  • scenarios\solo\07b_forerunnership\high_8
  • scenarios\solo\07b_forerunnership\high_9
  • scenarios\solo\07b_forerunnership\high_10
  • scenarios\solo\07b_forerunnership\high_9_cinematic

    08a_deltacliffs
  • scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0
  • scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp1

    08b_deltacontrol
  • scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0
  • scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp2
  • scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3
  • scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4
Last edited by CaptainPoopface on Fri Nov 09, 2012 1:04 am, edited 1 time in total.
User avatar
troymac1ure
Keeper of Entity
Posts: 1282
Joined: Sat Aug 09, 2008 4:16 am
Location: British Columbia, Canada, eh
Contact:

Re: Calling all BSPs

Post by troymac1ure »

This topic is for a SP->MP conversion of 04b_floodlab\production_arm2 (viewtopic.php?f=11&t=1343&p=18835&hilit=Hanger#p18777)

It converted with no known issues (the only SP->MP I've ever done). I'm only using a small portion of the map, but I have moved into other portions with no problems. Also, it's still SLC & not encrypted.
https://rapidshare.com/files/4153177245/Hanger.serenity
Last edited by troymac1ure on Thu Nov 08, 2012 11:05 pm, edited 2 times in total.
User avatar
troymac1ure
Keeper of Entity
Posts: 1282
Joined: Sat Aug 09, 2008 4:16 am
Location: British Columbia, Canada, eh
Contact:

Re: Calling all BSPs

Post by troymac1ure »

May I suggest posting this in your original post to keep track of those that are done (This was from one of DrXThirst's posts viewtopic.php?f=11&t=1676&p=27119&hilit ... ons#p26323).
Moved ~ XZ
User avatar
CaptainPoopface
Posts: 714
Joined: Sat Feb 16, 2008 5:47 am

Re: Calling all BSPs

Post by CaptainPoopface »

Thank you Troy. :smile2:
User avatar
troymac1ure
Keeper of Entity
Posts: 1282
Joined: Sat Aug 09, 2008 4:16 am
Location: British Columbia, Canada, eh
Contact:

Re: Calling all BSPs

Post by troymac1ure »

CaptainPoopface wrote:Thank you Troy. :smile2:
Recommend copying it from a reply message to keep formatting for easy readability :wink:
User avatar
CaptainPoopface
Posts: 714
Joined: Sat Feb 16, 2008 5:47 am

Re: Calling all BSPs

Post by CaptainPoopface »

I am going through some conversion mods to use alternate sections of the map. Unfortunately, several of them kill Entity immediately when I try to view the bsp. Is there a way to rectify this? A special plugin or old version of Entity? Are some objects outside the boundaries of the map? Or was something done on purpose to make the bsp not viewable? In desperation, I suppose I could load the campaign map, scoot the spawns around, write down the coords, then copy them to the target map. What a hassle though.
The tribulations of modding a mod...
User avatar
JacksonCougar
Huurcat
Posts: 2460
Joined: Thu Dec 06, 2007 11:30 pm
Location: Somewhere in Canada

Re: Calling all BSPs

Post by JacksonCougar »

message details?
User avatar
CaptainPoopface
Posts: 714
Joined: Sat Feb 16, 2008 5:47 am

Re: Calling all BSPs

Post by CaptainPoopface »

Hmm, it's a huge one, something about a buffered reader trying to read beyond the stream, I think. I'll post specifics back here in a day or so. The mod I'm trying to work with is Prophets Elimination by headshotmasta, if you happen to have that one. I've seen it on others as well.
User avatar
JacksonCougar
Huurcat
Posts: 2460
Joined: Thu Dec 06, 2007 11:30 pm
Location: Somewhere in Canada

Re: Calling all BSPs

Post by JacksonCougar »

If you gave me a link to the map I could see what I can dig up about the error and what is causing it
User avatar
CaptainPoopface
Posts: 714
Joined: Sat Feb 16, 2008 5:47 am

Re: Calling all BSPs

Post by CaptainPoopface »

It's about 60 MB zipped. Can someone PM me how to upload to the Remnant FTP server?

Thanks.

It's an array out of bounds exception in SpawnInfo.cs.

EDIT: Uploaded to the H2 mods folder. Thanks XZodia. :)
User avatar
Twinreaper
Posts: 299
Joined: Sat Feb 23, 2008 7:41 pm
Location: PA

Re: Calling all BSPs

Post by Twinreaper »

If your still working on this project, I can try to find you my working backups of stock converted BSP's that only I have been able to convert. I think they were SentinelWalls bsp_2 and 4? As well as one from I think another Sentinel map. I'll see what i canf ind. Let me know which ones you need and what you want them to have as in stock slots available for use.
Image
User avatar
CaptainPoopface
Posts: 714
Joined: Sat Feb 16, 2008 5:47 am

Re: Calling all BSPs

Post by CaptainPoopface »

Twinreaper! I would love to have every BSP that I can get, whether difficult or easy, rare or common to convert. You gave me a few some years ago (for alpha gas giant - thank you) but I think they were not SLC. System link is very important for my needs, so that's the driving factor now. A death zone or two would be great. At least a few blocs and a bloc palette would be nice. But I will work with anything as long as SLC works. Thank you.
User avatar
Twinreaper
Posts: 299
Joined: Sat Feb 23, 2008 7:41 pm
Location: PA

Re: Calling all BSPs

Post by Twinreaper »

Consider it done. I'll start decomping everything I have and throwing it all back together. Any special requests? Do you want the original or added weather in them? Standard 50 slots for each mach, bloc, scen? What man what!?!?
Image
User avatar
troymac1ure
Keeper of Entity
Posts: 1282
Joined: Sat Aug 09, 2008 4:16 am
Location: British Columbia, Canada, eh
Contact:

Re: Calling all BSPs

Post by troymac1ure »

Good to see a post from ya Twin! Been a while :wink:
User avatar
CaptainPoopface
Posts: 714
Joined: Sat Feb 16, 2008 5:47 am

Re: Calling all BSPs

Post by CaptainPoopface »

Standard weather is fine. Fifty bloc spawns would be gravy, as well as a death zone. I don't plan to use scenery. I'm not planning to make full mods so much as partitioning the bsp into good little areas for multiplayer. Again, slc is the main thing, so if a conversion only succeeds on beaver creek and I get no death zone and only a handful of blocs, I'll take it gladly. Also, I probably don't have time to monkey with building collision artificially, so the cinematics that have jacked collision can be done last or not at all.

Thank you for being willing to help.
User avatar
Twinreaper
Posts: 299
Joined: Sat Feb 23, 2008 7:41 pm
Location: PA

Re: Calling all BSPs

Post by Twinreaper »

Gonna take me a bit longer than I thought to finish this up. I have spent so much time working on h2V, that i kinda have to reteach myself the apps and certain techniques I used to get often uncompilable bsp's to work. Also it turns out I deleted my entire decompiled "tags" folder from my main drive so I have to start from scratch.
Image
Post Reply