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Calling all BSPs

Posted: Thu Nov 08, 2012 10:09 pm
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

Re: Calling all BSPs

Posted: Thu Nov 08, 2012 10:37 pm
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

Re: Calling all BSPs

Posted: Thu Nov 08, 2012 10:48 pm
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

Re: Calling all BSPs

Posted: Fri Nov 09, 2012 1:59 am
by CaptainPoopface
Thank you Troy. :smile2:

Re: Calling all BSPs

Posted: Fri Nov 09, 2012 4:15 am
by troymac1ure
CaptainPoopface wrote:Thank you Troy. :smile2:
Recommend copying it from a reply message to keep formatting for easy readability :wink:

Re: Calling all BSPs

Posted: Tue Jan 29, 2013 2:20 am
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...

Re: Calling all BSPs

Posted: Tue Jan 29, 2013 2:59 am
by JacksonCougar
message details?

Re: Calling all BSPs

Posted: Tue Jan 29, 2013 3:21 am
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.

Re: Calling all BSPs

Posted: Tue Jan 29, 2013 4:09 am
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

Re: Calling all BSPs

Posted: Tue Jan 29, 2013 1:10 pm
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. :)

Re: Calling all BSPs

Posted: Sat Feb 09, 2013 4:42 pm
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.

Re: Calling all BSPs

Posted: Sun Feb 10, 2013 12:06 am
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.

Re: Calling all BSPs

Posted: Sat Feb 16, 2013 3:05 pm
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!?!?

Re: Calling all BSPs

Posted: Sat Feb 16, 2013 6:42 pm
by troymac1ure
Good to see a post from ya Twin! Been a while :wink:

Re: Calling all BSPs

Posted: Wed Feb 20, 2013 7:04 pm
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.

Re: Calling all BSPs

Posted: Fri Mar 01, 2013 12:00 am
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.