what trees models are used for supplydepot2 map?
do you know if theres a source of supplydepot2?
what trees models are used for supplydepot2 map?
do you know if theres a source of supplydepot2?
“X:\Q3MAP2-FOLDER\q3map2.exe” -convert -format map -fs_game et -game et “X:\ENEMYTERRITORY-FOLDER\etmain\maps\supplydepot2.bsp”
Example of how to decompile a map from a .bsp, to a .map : Replace the location of the folders with your own.
"X:\Q3MAP2-FOLDER\q3map2.exe" -convert -format map -game et "X:\ENEMYTERRITORY-FOLDER\etmain\maps\supplydepot2.bsp"
Example of how to decompile a .bsp, to a .map : Replace the location of the folders with your own :
So locate your q3map2.exe (be sure to have the latest version from www.shaderlab.com) and set the right path.
Do the same for your Enemy Territory location.
And be sure to replace the xxx.bsp with the .bsp you’d like to decompile.
When done, copy the line in a .txt file, change the .txt-extension to .bat ; And run it.
3 thoughts cross my mind when i see nosoups posts…
1.) I think nosoup4u = nobrain4me or maybe nosoup = i-got-no-idea-of-legal-copyrights or … (fill in your own… we had that discussion quite some times… it has to do with respect for the work of other mappers too)
2.) Great help nosoup… try to post an answer, not some weird (and illegal) thing that doesnt help someone who s new to mapping (ricm has 30 posts so far).
3.) Why simple when it can be done illegally? Point is: have a look at the pk3 of supplydepot2… there are no custom models and no custom textures of trees in it… so it has to be trees that came with the original ET… they can be found in the models/mapobjects/tree_temperate_sd folder. There is ABSOLUTELY no need for a decompile… a simple look at the pk3 is ALL you need. (this help took me about 1 min)
now go and flame me nobrain

If the trees were misc_models (not misc_gamemodel) then they got baked into the .bsp, and so won’t be in the .pk3, nor in the decompiled result.
I have the .map file for supplydepot that was provided to me by ginc. I can manually look at it in Radiant when I get home this evening.
maybe you should sue…
fwiw, nosoup4u’s post explained how the OP can find out this information, and other similar queries, for himself. That’s far more educational than just giving the answer. anyway I seriously doubt anybody is going to get upset about decompiling a map just so he can learn something, though regardless there’s quite a few exceptions to copyright and whatnot when it’s with regard to personal educational use.
There is nothing ilegal about decompiling a map.
It only gets iffy when you use the decompiled map or any part there of, for a project that will be distribted.
It’s a good way to learn stuff, been doing it me self for years…
but shouldnt you ask the mapper first, i mean if some one decompiled my maps I wouldnt be very happy.
So is looking inside the .bsp with a text editor (or hex editor, but you don’t need one) to see the key/value pairs bad too ?
IMO, redistribution other peoples work without permission is wrong. Looking at data to which you have legitimate access, in whatever format suits you is not, despite what certain media organizations would like you to think.
If the trees were misc_models (not misc_gamemodel) then they got baked into the .bsp, and so won’t be in the .pk3, nor in the decompiled result.
True, but you d still need some custom textures for the models i think (unless u do a model and use the stock texes for it)… so if there aren’t any probability is pretty high that the trees came with the game.
Still… the first look should always be in the pk3 to find out things… Look for textures if u search for tex or models… Have a look at the script if u d like to know how something has been done. Those 2 are your primary sources.
(Apart from that… there aren’t really much things left u need a decompile for with the lot of source files around and this forum to search n ask… and if u think some gadget s pretty smartly done n u can’t figure it out… y not ask the mapper? Don’t think there are many around here that won’t tell how they did it.)
edit: Ricm, to get a good idea of what all the stock models look like that came with ET I recommend you do a very simple boxmap even without a spawn and just plant all the trees and bushes u can find in ET… that helps a lot.
you are right, im quite new on mapping.
i dont know if decompiling to look around is ilegal, but i want to take a look to learn how to make some thing and what kind of trees are used.
thax a lot for all the help and sorry for my english, im still learning it 
]UBC[ McNite, you can object to someone’s actions without insulting them. Being condescending and calling someone ‘nobrain’ isn’t really acceptable.
models/mapobjects/tree_temperate_sd/hightree1.md3
models/mapobjects/tree_temperate_sd/tree_temperate_high.md3
models/mapobjects/tree_temperate_sd/hightree2.md3
I have this information because I have spoken with Ginc this past week as I will be making a winter version of his map, to be named: “SupplyDepot3” (with some moderate changes).
–Those models came with my 1.4.0 Radiant install and yes he had them baked into the .bsp.
I m curious about the changes because think that supplydepot is perfect as it is in gameplay (we don’t need to argue about the look of the caves and the rocks, but they have prooven that a real good gameplay makes up a lot).
One suggestion though… one of my clanmates ET always crashes when he enters the bunker area through the main gate. He thinks its the combination of the radio playing the song and the sirens… which gives the system some stress. (I noticed something similiar when I used 2 target-speakers set on loop that were relatively close together. It made my engine work in bunny-jumps when i was in the area pretty much in the middle between the 2 speakers.)
EB and I have been working on bug fixes, script fixes, and other ‘issues’.
Namely, the roof of the depot needs to be clip brushed, a soultion for the crane pause bug needs to be found, a clip brush to prevent satcheling of the controls from the scaffold, plus my solutions for the spawn bug and magic ‘floating’ gold. EB has some additional ideas, we’ll see how things progress…
sound mixing seems to be pretty bad in ET, though i’ve never heard of it leading to crashes? maybe it’s setting off another more significant problem on his PC?
I am not making any big changes. I think the map is fine the way it is…it just needs some tender loving care and some snow @ night. 
—***As for the map time limit…what would you guys say is a decent time for it ?
I was thinking adding 5 minutes @ each main gate being blown(the capt. spawn gate and the depot main gate/not side walls).<<give me some ideas on this will ya guys ?
I think the time should remain the same. The radios have never caused me any issues, but they could be relocated, since they have no bearing on actual game play.
The gold issue is two fold:
Problem 1: Gold remains visible in midair after truck pulls away. This problem is fixed in my script by adding a wait frame of 50ms during that sequence in the script, before the setstate invisible.
Problem 2 : Crane gets fubared by pausing during crate movement. I have idea what would cause this. I don’t know if there is a variable for the position of the crane, but maybe a crane-state check could get it back on track…? I don’t understand this part of scripts very well yet, but the advanced mappers in here should have some ideas…
Time is perfect… its one of the things that makes the map so suitable for SW. No need to add or take time, really.
@ DG: he describes the effect around the main gate as “juddering” (no idea what that means lol), and if there is a lot of action around the main gate ET freezes and crashes. His system is: P4 3.0ghz 1gb DDRam Radeon 9700pro… should work fine i think. And its really only on this map.