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Author Topic: Original map modification  (Read 712 times)

Offline Another Wizard

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Original map modification
« on: October 03, 2018, 06:47:42 PM »
Has anyone decompiled the original map files?

I'm wondering if it would be possible to add an entrance to a new map into an existing one. (IE: Remove the gate to the mansion in front of Ventrue tower in Downtown and add an interior there.) Rather than force players to warp to a map via the console.

Offline Wesp5

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Re: Original map modification
« Reply #1 on: October 03, 2018, 08:31:49 PM »
Has anyone decompiled the original map files?

Yes, the Unofficial Patch is full of de- and recompiled maps and even new ones. I doubt that all maps can be decompiled without problems though.

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I'm wondering if it would be possible to add an entrance to a new map into an existing one.

This is possible and has been done multiple times in the Unofficial Patch...

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(IE: Remove the gate to the mansion in front of Ventrue tower in Downtown and add an interior there.)

That building is the LA public library and was the first new map at all! Only you can't get in from the front due to a texture issue with the fence that surrounds it so you enter via the sewers!
« Last Edit: October 03, 2018, 08:33:29 PM by Wesp5 »

Online Malkav

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Re: Original map modification
« Reply #2 on: October 03, 2018, 10:50:01 PM »
If you only want to add a levelchange to a map you don't have to decompile. That can be done by editing the entity lists.
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Offline MadamePhoenica

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Re: Original map modification
« Reply #3 on: October 08, 2018, 07:34:39 AM »
If you only want to add a levelchange to a map you don't have to decompile. That can be done by editing the entity lists.

For this to work though, would a "door" already need to exist in the existing map? ie. a "block" containing the texture of a door which is separate from the rest of the wall. I only ask as I'm creating an internal map for the Cavoletti Cafe for fun, and added a functioning door to the HW hub map, but upon recompiling it, I'm having minor issues with leaking entities (which makes it impossible to compile with VVIS), and "duplicating" skybox images.

Offline Wesp5

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Re: Original map modification
« Reply #4 on: October 08, 2018, 09:59:09 AM »
For this to work though, would a "door" already need to exist in the existing map?

Yes. You can just copy this door-entity, usually called *XX, and place it where you need a new door.

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I only ask as I'm creating an internal map for the Cavoletti Cafe for fun, and added a functioning door to the HW hub map, but upon recompiling it, I'm having minor issues with leaking entities (which makes it impossible to compile with VVIS), and "duplicating" skybox images.

I don't know about the skybox bug, but if you get leaks and used an Unofficial Patch map as base, first look for static entities below and above the map which I might have moved there to be replaced with dynamic ones...

Offline MadamePhoenica

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Re: Original map modification
« Reply #5 on: October 08, 2018, 10:52:12 AM »
I only ask as I'm creating an internal map for the Cavoletti Cafe for fun, and added a functioning door to the HW hub map, but upon recompiling it, I'm having minor issues with leaking entities (which makes it impossible to compile with VVIS), and "duplicating" skybox images.

I don't know about the skybox bug, but if you get leaks and used an Unofficial Patch map as base, first look for static entities below and above the map which I might have moved there to be replaced with dynamic ones...

I shall give that a try. Cheers, Wesp!  :rock:

Online argikt

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Re: Original map modification
« Reply #6 on: October 08, 2018, 01:27:16 PM »
Wesp solution is the best.
But I wouldn't add more content to downtown or HW hubs, because those are very heavy.
Is better adding a changelevel.

Take some advices:
there's a limit of polygons in the maps, hubs are almost at the engine limit. (about 30000)
If you want to try, is better copy the library structure and work the inside like a stand alone map, because each time you want to test a map, you must compile it, and downtown requite about 10 min in my computer. Better work this way and when you finish the inside, copy-paste in the hub.

Cavoletti cafe present and additional problem, this part of the map in about 30 degrees in the axis. Is hard to work with hollywood map. (I know it, because I modded this map for adding a street)

Offline MadamePhoenica

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Re: Original map modification
« Reply #7 on: October 08, 2018, 01:51:01 PM »
Cheers for that, and hopefully I'll eventually figure all this out in due course. For the moment though, I finally managed to get the HW map to compile with VVIS. Turns out there was a rogue doorknob between the main part of the HW area and the sewers area :rofl: deleted that, and voila! You are right about the time taken to compile though. It's still compiling as we speak lol

Online Malkav

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Re: Original map modification
« Reply #8 on: October 08, 2018, 02:49:57 PM »
Hope you get it compiled without errors. If not, the simple way is to edit the entity list.
Just copy and rename a trigger_changelevel and info_landmark from some other door, move the info_landmark in front of the (static) door and the trigger somewhere out of the way. Then create a prop_switch where the doorknob would be and give it the levelchange symbol. (You can look these up in the patch readme.) Now add "OnUse" "MyTrigger,ChangeNow,,0,-1,," to the switch entity.
This way the door won't move, but you can go to the other map.
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Offline MadamePhoenica

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Re: Original map modification
« Reply #9 on: October 08, 2018, 03:22:48 PM »
I'll let you know how it goes, it's still compiling lol if I may ask, which of the SDK tool/s do you use to edit the entity list? I'm wondering if there a trick to knowing where to place the func_door_rotating and trigger_changelevel entities so that they appear in the right place when you load the map in the game? Hence why I use Hammer to add them in. Just curious.

Offline MadamePhoenica

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Re: Original map modification
« Reply #10 on: October 08, 2018, 03:42:12 PM »
Okay so the compiling successfully resolved the "duplicate" skybox issue (yes!), but still getting other minor issues. For one, the cloudrotator won't rotate for some reason, and a handful of textures come up black or don't display properly  :chinscratch:

Update: fixed cloudrotator issue, now just gotta figure out what the deal is with these particular textures. And it's not just one texture, it's two or three different ones, and not the whole texture either. Super weird.......wondering if the initial decompile could have caused it.
« Last Edit: October 08, 2018, 07:09:51 PM by MadamePhoenica »

Offline Wesp5

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Re: Original map modification
« Reply #11 on: October 08, 2018, 07:50:31 PM »
And it's not just one texture, it's two or three different ones, and not the whole texture either.

Post some screenshots here so we can take a look!

Offline MadamePhoenica

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Re: Original map modification
« Reply #12 on: October 09, 2018, 11:13:43 AM »
Here are all the main examples I could find. Very peculiar indeed lol

Offline Wesp5

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Re: Original map modification
« Reply #13 on: October 09, 2018, 11:42:18 AM »
Here are all the main examples I could find. Very peculiar indeed lol

I think this is a lighting and not a texture problem. Try changing the walls to func_details or vice visa if they already are! And as argilt and Malkav already suggested, it's better to modify the hub to add a door without recompiling it and then make a new seperate map for your new location...

Offline MadamePhoenica

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Re: Original map modification
« Reply #14 on: October 09, 2018, 12:36:11 PM »
I think this is a lighting and not a texture problem. Try changing the walls to func_details or vice visa if they already are!

Ahh, I was contemplating the idea that it could have been a lighting issue. I shall give your suggestion a try, and once again you have been extremely helpful. Thank you! :drink: