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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: hex edit a bsp
Intosia
General Member
Since: Jun 10, 2003
Posts: 75
Last: May 11, 2008
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Level 3
Category: SoFII Mapping
Posted: Sunday, Dec. 17, 2006 01:28 pm
Im trying to add the cell shader to the stockmaps by hex editing the worldspawm info. But it didnt really work... My question is, is the shader 'compiled in'? So does the cellshader requires a new compile instead of just putting in the shader?

Tia
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Level 8
Category: SoFII Mapping
Posted: Monday, Dec. 18, 2006 03:59 am
What you can try doing is make a new mod directory and extract one of the original maps to it, send it to q3map2 with -flat and -meta, make sure when you do it q3map2 can find its ink shader. You can also make more cartoonish textures that replace the originals and put them in the mod dir. You shouldn't need to hex edit anything at all.
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Intosia
General Member
Since: Jun 10, 2003
Posts: 75
Last: May 11, 2008
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Level 3
Category: SoFII Mapping
Posted: Tuesday, Dec. 19, 2006 05:08 pm
Well, what i really wanted is the black line on all brush edges...

But what does the -flat -meta stuff? Does it recompile the map or does it change it? Because i dont really feel like compiling every stock map from .map. That would take to much time...
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Level 8
Category: SoFII Mapping
Posted: Tuesday, Dec. 19, 2006 07:59 pm
You don't need to decompile the bsp to a map, you just have to send them through q3map2 with the -meta flag and -flat to get cel shaders working, that's what I have heard. I haven't tried it, but yep it will take a long time -- if you have a faster way go for it [tongue]
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MODSonline.com Forums : Soldier of Fortune : SoFII Mapping

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