FUELDUMP ALL SEASONS - Campaign - MAP PACK


(QCSChris) #1

Hi,

Our website is http://blitzkriegdesigns.tripod.com/

We at Blitzkrieg Designs would like to announce our forthcoming projects. After the final release of FUELDUMP SPRING OFFENSIVE, and the Fueldump Tank Mod, we will be turning our full attention to “FUELDUMP ALL SEASONS - Campaign - MAP PACK.” Basically this is fueldump, but modded to look like the different seasons of the year, Autumn, Spring, Winter and Summer. This will be release as a Standalone Map Pack allowing you to play all four - one after another, if you so choose, or just individual ones.

[QCS]Chris + [QCS]John

P.S Feedback would be appreciated, but please read website info first before you comment. (ie don’t tell us to change the ice to water.)


(nUllSkillZ) #2

Hmm, I’m curious how you will achieve this.
I guess you have created a “.pk3”-file containing textures that override the original textures.
Thats OK for one texture-set.
But how will you handle the other texture-sets. :???:


(chavo_one) #3

Chris, you claim on your website that your team will be fixing the snow steps and snow/bullet marks. I’m curious as to how you plan on managing this. Both of these surface properties are wired into the map at compile time. Even if you modify the shaders to use different surfaceparms, I believe the map will still behave as if it is all snow.


(QCSChris) #4

We arn’t just redoing the textures, we will add the Fueldump.bsp to the .pk3(s) with addition info. This means that each map (Autumn Spring etc) is treated as a separate map, but can all be added together, to create a campaign.

We did intend to modify the shaders yes, as we thought that would have the desired affect. However, if you know otherwise, (as we haven’t tried yet,) give us a shout at blitzkriegdesigns@hotmail.com.

Thanks.


(ydnar) #5

Hacking the BSP to change the shaders wouldn’t be hard. Hell, you could probably change the ice to water by altering the content flags of those brushes.

Shame different maps couldn’t share lightmaps. Didn’t think about that possibility…


(QCSChris) #6

How would you propose to hack the BSP? Use a decompile tool?


(Davros) #7

why dont you devote your time into making a new map? decompling fueldump would mean an aweful lot of re-texturing and brush fixing. Besides, ripping off a map would probably annoy the designers at SD. An easier way would be to alter the terrain shader to use grass / rock and then use the oasis skybox? But before doing this i would PM the SD ppl to get their permission! :wink:


(nUllSkillZ) #8

I’ve just opened up one of my “.bsp”'s with word.
These are the first lines:


IBSP/    ô  4(  È   8       à 3  à S  p   à 8      Xw     t~  p   ä€  ø   Pe  �    h  8   ܃  �F  P   ¨   P       Ê  p)   ô               ô      I LOVE MY Q3MAP2 2.5.11 on Wed Apr 21 17:42:01 2004
) URtextures/common/caulk                                                   noshader                                                                textures/battery_wall/wall03_mid                                        textures/castle_wall/castle_c09_2                                       textures/common/nodraw                                           @      textures/concept_do_1/mml_patrolpoints/pp_allies                 L      textures/concept_do_1/mml_patrolpoints/pp_axis                   L      textures/skies/sd_batterysky                                      
      textures/assault_rock/concrete_m02                                      textures/wood/wood_m02                                                  textures/common/clip                                             @      textures/common/trigger                                         €       textures/alpha/bars_m01                                                 textures/wood/wood_m13_usat                                             textures/common/clipweap_wood                                           
...

Allthough it’s a binary file you can read the textures.
Not sure what will happen if one change the textures.


(Rain) #9

You can extract just the shader lump (lump #1) with this utility (C source), edit it (just replacing the shader names should work fine, I think, as long as you terminate them with a NUL when the new name is shorter), and then shove it back into the bsp. The utility should compile fine on *IX or Win32+cygwin, and it shouldn’t be hard to port it so it compiles natively on Win32 (the hardest part will be replacing getopt(). There are probably Win32 getopt() implementations that you could just throw in to make things work.)


(Ifurita) #10

You can extract

That’s about the limits of what I understood :stuck_out_tongue:


(Rain) #11

:banana:
A .bsp file is made up of several parts; the first part has the version number, followed by information about where each of the following sections (which are called lumps) starts (file offset) and how long that section is (length.) Each lump contains a certain piece of data about the map.

Unfortunately, I don’t remember what each lump is, but it’s easy enough to deduce that lump 0 contains the entities and lump 1 contains the shaders. So, for example (using fueldump.bsp):
The header of the .bsp says the entities start at byte 15361096 and continue for 101609 bytes. If we advance to that point in the bsp, we do indeed see the entities:

{
"_color" "0.8 0.9 1.0"
"classname" "worldspawn"
"gridsize" "128 128 64"
"mapcoordsmins" "-13568 2048"
"mapcoordsmaxs" "768 -12288"
...

The little utility I offered will let you extract any of the sections (lumps) out of the .bsp, or replace any of them with an external file (and update the header so that the .bsp is valid.)


(Ifurita) #12

Interesting. Someone offered me another utilty that could be used to export pieces of code from a BSP, change a spawn flag, etc, then import back into the BSP. It was for Q3, but I can’t remember the name off hand.


(SCDS_reyalP) #13

http://www.gametutorials.com/Tutorials/OpenGL/Quake3Format.htm