Open a bsp file in Quarkarmyknife and edited it?

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Mr. YOur no fun
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Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Fri Jun 29, 2018 6:14 am

I know I can open a bsp in quarkarmyknife and then get at the entities. But if I try to add something to the map via an ent file, it doesn't show. I am trying to add a simple platform so bots can get to an area.

There is also a map editor that you can see the map but it shows things as faces of a poly, instead of a poly. There are commands to edit but as far as I can tell none of them work. And I can't add something to the map and then have it appear. Any suggestions? Besides quit?

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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by InFerNo » Sat Jun 30, 2018 1:45 pm

Hi MUNF

Is this of help?

<quetoo> <elfor> did he save? 😃
<quetoo> <elfor> that's how i do it for Kingpin, copy the entities into a textfile, edit, copy back, save, and it works
<quetoo> <elfor> or maybe the map uses the the override file instead, like dday2bed.bsp.override
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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Sun Jul 01, 2018 10:03 pm

Thank you. What I am trying to accomplish is in the Railyard map lay down a thin platform so the german bots can get from one building in the middle to a sniper position the next buidling over. But I can't figure out how to get the ent file to recognize the platform or location.

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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by InFerNo » Tue Jul 03, 2018 5:08 am

Are players able to reach that spot without the platform? I've seen bots jump I think, so they might be able to reach it without?

I'd love to help, but I don't know enough.

<InFerNo_> I don't know how mapping works; if an ent file is an addition to the bsp or a complete replacement which should include all entities from the bsp as well
<quetoo> <elfor> i don't know about that either, he will have to try
<quetoo> <Paril> complete replacement generally, but not including worldspawn afaik
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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Tue Jul 03, 2018 8:01 am

Ok thank you

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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by InFerNo » Tue Jul 03, 2018 9:47 am

Maybe you can try and ask them directly:

https://discord.gg/unb9U4b
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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Tue Jul 03, 2018 10:31 am

Thank you, though when I go there I am asked for a password so I don't know what to do or what the site is about.

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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Tue Jul 03, 2018 10:33 am

I know an ent file needs to have all the original entities in it, and then you add to it. I just haven't figured out how to do the addition yet. I have typed in an addition and saved it, but then the addition doesn't appear. I am now studying the inland maps that fafner altered with ent files, hopefully I figure it out from there.

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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Fafner » Sat Jul 07, 2018 6:52 am

copy all the entities into a textfile named "mapname.ent" and save it into dday/ents. Then you can add a misc_crate entity at the of the file.

Here are some misc_crates I added for inland2. style = texture. count = size of the box.

{
"origin" "-15 -205 -215"
"style" "3"
"count" "2"
"classname" "misc_crate"
}
{
"origin" "-10 -200 -155"
"style" "2"
"count" "2"
"classname" "misc_crate"
}
{
"origin" "-15 -205 -95"
"style" "1"
"count" "1"
"classname" "misc_crate"
}
{
"origin" "165 -335 -6`"
"style" "1"
"count" "0"
"classname" "misc_crate"
}
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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Sat Jul 07, 2018 11:52 am

Ok Thank you. What I am having trouble with is placing a platform. And how do I size the platform? Would I say Class name is platform? And what do I put for style and count? Again I don't quite get all this so struggling.

Is it your experience that when you open a bsp file i quark and then open it in the map editor it show the map but there is no way to save changes> That is mine, though using it to get the origin coordinates is helpful.

Thanks again.

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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Sun Jul 08, 2018 3:58 am

This is what I have, the entities from the map and then my attempt to place something is the last entity. So far nothing has appeared on the map.

{
"classname" "worldspawn"
"_sun_angle" "10 -40"
"_sun_color" ".5 .7 .9"
"_sun_diffuse" "90"
"_sun_light" "120"
"_sun_ambient" "55"
"sky" "dwell"
"message" "The Railyard BH\nMr. YOur no fun"
}
{
"classname" "info_team_start"
"kills" "60"
"count" "99"
"dll" "rus"
"obj_owner" "0"
"message" "Soviet"
"origin" "624 595 112"
}
{
"classname" "info_reinforcements_start"
"obj_owner" "Team 0"
"angle" "276"
"origin" "278 1882 63"
}
{
"classname" "info_reinforcements_start"
"obj_owner" "Team 0"
"angle" "90"
"origin" "-407.72 1491.81 -53.73"
}
{
"classname" "info_reinforcements_start"
"obj_owner" "Team 0"
"angle" "276"
"origin" "-313 1184 100"
}
{
"classname" "info_reinforcements_start"
"obj_owner" "Team 0"
"angle" "276"
"origin" "902 1134 97"
}
{
"classname" "info_reinforcements_start"
"obj_owner" "Team 0"
"angle" "276"
"origin" "170 1188 114"
}
{
"classname" "info_team_start"
"kills" "60"
"count" "99"
"dll" "grm"
"obj_owner" "1"
"message" "Axis"
"origin" "615 -335.8 100"
}
{
"classname" "info_reinforcements_start"
"obj_owner" "1"
"angle" "9"
"origin" "-66.37 -1065.12 -50.57"
}
{
"classname" "info_reinforcements_start"
"obj_owner" "1"
"angle" "180"
"origin" "-338 -1140 83"
}
{
"classname" "info_reinforcements_start"
"obj_owner" "1"
"angle" "180"
"origin" "963.18 -221.02 66"
}
{
"classname" "info_reinforcements_start"
"obj_owner" "1"
"angle" "360"
"origin" "568 -1356.00 85.53"
}
{
"classname" "info_reinforcements_start"
"obj_owner" "1"
"angle" "2"
"origin" "23.00 -393.00 83"
}
{
"classname" "info_player_start"
"angle" "90"
"origin" "653.5 1364.5 132.6"
}
{
"classname" "target_speaker"
"volume" "1"
"spawnflags" "4"
"targetname" "combat"
"noise" "cherbourg/amb4"
"attenuation" "4"
"origin" "-148 -29.8 -5"
}
{
"classname" "func_timer"
"pausetime" "0"
"random" "0"
"wait" "45"
"spawnflags" "1"
"target" "combat"
"origin" "-111 -206.7 7"
}
{
"classname" "target_speaker"
"spawnflags" "4"
"targetname" "arta1"
"volume" "1"
"attenuation" "4"
"noise" "june6/ambience"
"origin" "-96 522 121"
}
{
"classname" "func_timer"
"wait" "37"
"target" "arta1"
"spawnflags" "1"
"origin" "89 547 -3"
}
{
"classname" "target_speaker"
"spawnflags" "4"
"targetname" "noise"
"volume" ".8"
"attenuation" "4"
"noise" "june6/combata2"
"origin" "727 192 75"
}
{
"classname" "func_timer"
"wait" "18"
"target" "noise"
"spawnflags" "1"
"origin" "707 340 63"
}
{
"classname" "func_timer"
"target" "fire"
"spawnflags" "1"
"origin" "11 5 53"
}
{
"classname" "light"
"_color" "1 1 0.5"
"style" "6"
"light" "300"
"origin" "527.3 92.8 128"
}
{
"classname" "light"
"_color" "1 1 0.5"
"style" "6"
"light" "300"
"origin" "1184.44 48.75 128"
}
{
"classname" "light"
"light" "80"
"origin" "225 712 36"
}
{
"classname" "misc_md2"
"mass" "8"
"model" "sprites/faf/fire2.sp2"
"angle" "328"
"origin" "584.2 103.9 26.3"
}
{
"classname" "light"
"_color" "1 1 0"
"style" "7"
"light" "300"
"origin" "600.1 99.6 35.7"
}
{
"classname" "light"
"_color" "1 0.5 0.3"
"style" "8"
"light" "300"
"origin" "613 107.4 35.7"
}
{
"classname" "target_speaker"
"volume" "1"
"spawnflags" "0"
"targetname" "fire"
"noise" "faf/fire1"
"attenuation" "2"
"origin" "550 81 69"
}
{
"classname" "target_speaker"
"volume" "1"
"spawnflags" "0"
"targetname" "fire"
"noise" "faf/fire1"
"attenuation" "2"
"origin" "632 1046 154"
}
{
"classname" "target_speaker"
"volume" "1"
"targetname" "fire"
"attenuation" "2"
"spawnflags" "5"
"noise" "faf/fire1"
"origin" "489 -541 210"
}
{
"classname" "misc_md2"
"mass" "8"
"model" "sprites/faf/fire2.sp2"
"angle" "328"
"origin" "613.6 1023.7 98.9"
}
{
"classname" "light"
"_color" "1 1 0"
"style" "7"
"light" "300"
"origin" "593.2 1064.4 113.1"
}
{
"classname" "light"
"_color" "1 0.5 0.3"
"style" "8"
"light" "300"
"origin" "606.1 1072.2 113.1"
}
{
"classname" "misc_md2"
"mass" "8"
"model" "sprites/faf/fire2.sp2"
"angle" "83"
"origin" "497 -565 205"
}
{
"classname" "light"
"_color" "1 1 0"
"style" "2"
"light" "300"
"origin" "466 -582 227"
}
{
"classname" "light"
"_color" "1 0.5 0.3"
"style" "4"
"light" "300"
"origin" "485 -526 234"
}
{
"classname" "target_speaker"
"volume" "1"
"spawnflags" "0"
"targetname" "fire"
"noise" "faf/fire1"
"attenuation" "2"
"origin" "1020 111 63.3"
}
{
"origin" "188 -609 40"
"style" "1"
"count" "1"
"classname" "misc_crate"
}

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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Sun Jul 08, 2018 7:59 pm

Ok I tried putting one of the crates in, but I don't see it in the map.

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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Fafner » Mon Jul 09, 2018 5:20 am

What is a platform? You mean like the quake2 elevators that lift you up? I don't think you can add those that way.

Try troubleshooting to see if the ent file is loading at all. Change the "kills" in the info_team_start and see if it changes the number in the scoreboard.
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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Tue Jul 10, 2018 3:49 am

Sorry for my lack of clarity. By platform I mean a poly in the form of a platform, not a cube.

I changed the kills to 90 from 60 and this change shows in the map.

I got the origin location for the poly from the map editor in quark when one opens the bsp file.

Thank you for attempting to educate me on this. I don't know if anyone is playing these maps but this is one change I think would add a bit to the railyardbh map. And with the hi rez textures hopefully they will get played in the future.

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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Sat Jul 14, 2018 1:35 am

Ok I got it so I could place two crates to cover the area I want. Can't figure out how to control the size and shape, but it works. Getting the origins accurate took a while but it works.

If people are interested I can put it out but I like it for me.

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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Fafner » Mon Jul 23, 2018 10:46 am

count has to be 0=small,1=medium or 2=large, and those are the 3 possible sizes.
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Re: Open a bsp file in Quarkarmyknife and edited it?

Post by Mr. YOur no fun » Mon Jul 23, 2018 1:22 pm

Ok thank you. It looks and works great so I will use it at home, unless people ask for it to be public.

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