[app] BspShoe: map asset info


(tbarrett) #1

Hey guys.

I’m a mapper on the Urban Terror, q3 mod, and a little while ago I developed a tool to help us when packaging maps and stuff for release. Basically what the tool does is list the assets a .bsp file uses, and if it can find the right shaders it lists any assets they might use as well. So yeah, it shows if anything is missing.

It’s also useful if you want to find what shaders and textures an existing map uses and where to find them.

Anyway I thought it might be handy for ET mappers as well.

Screenshot

Download - Flipped Normals 1.0.1
Download - Levelart 1.0.1

Also: This requires Microsoft .Net 1.1 or 2.0


(leifhv) #2

Great! I’ve been looking for something like that for a while. I tried it on radar.bsp and saw that one of the models was found in ressurection.pk3 which is wrong. So this tool can also be used to debug ET installs.

If you’re planning on adding more functionality:

-a button for ‘expand all’ and ‘collapse all’
-double click tries to open the entity (texture, sound file, etc) in the default editor…or a preview window for gfx files.

:clap:


(tbarrett) #3

BspShoe 2.0 is released!

Now with:
- Updated Main View
- Location View
- Shader View
- Duplicate View

Download - Flipped Normals BspShoe 2.0
Download - Levelart BspShoe 2.0

I haven’t added anything to open an asset in an external application. I’ll try to do that for the next version leifhv.


(carnage) #4

great tool finsing it pretty useful. and when used in pair with the map from a clean instal method its seeming pretty much imposible miss and media need for the pk3

For instance I think it would be damn nifty if I could tell the editor to clip the map to a certain size and only compile what is inside of that (using a box as the map bounds). Or maybe it wouldn’t clip the map, but just ignore the entities outside of the box.

just though u might be interested to know the q3map and q3map2 compiler will ignore anything inside a structural volume of a caulk brush so using one or two big caulk brushes you can actuly compiler a very small section of your map and get near instant compile times for a small section of a map