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Post by Twintania on Jul 2, 2016 1:19:41 GMT
hmm im having issues with this.. Nemesis if you have the time or the files?
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Post by Red Seclusion Official on Jul 2, 2016 16:51:32 GMT
And one more question. What can we get by hex editing of ghost.exe?
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Post by Twintania on Jul 3, 2016 3:10:23 GMT
That im not sure of im no good with hex editing (yet) but as far as I know Nemesis has experience with programming and more, but dont stop there search through other files you dont know what you may find also if you want try to get the bonus cd or the demo (I think can be found online) and mess with those you might be able to find even more... I think I might mess with the demo as well
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Post by Nemesis on Jul 4, 2016 6:24:06 GMT
I don't think hex editing will do that much. At least not for the things we want to accomplish. I'm thinking more along the lines of memory alteration. You know, like using a trainer program to activate edit mode. Also, I think Blender can very well handle BSP files after you unpack them and cut off the texture part. I will try finding the file I managed to open in Maya. But no promises!
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Post by Red Seclusion Official on Jul 4, 2016 13:04:42 GMT
Sorry for my annoying questions, but I don't understand something. I changed calamity.bsp to calamity.zip and then opened it. Inside was bigger file without format. And here are the questions: 1) What could it be and how to open it? :/ 2) I read older topics about it and saw this: "With the BSP files I got as far as unpacking and visually "recognizing" two parts in the data file: the model and de textures." And this: "The BSP files have to be decompressed twice: once as (from memory) TAR or GZ and once as ZIP. Then, like you already assumed, you get a result file with two distinctive parts." So if I want to see it, must I change (for example) blair.bsp to blair.gz and then blair.gz to blair.zip? Sorry if it's stupid question
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Post by Twintania on Jul 5, 2016 3:00:47 GMT
Im curious as well I have had trouble with this stuff for a while.
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Post by Nemesis on Jul 5, 2016 6:24:15 GMT
You first need to rename the BSP file to either .tar or .gz (for example Blair.bsp -> Blair.gz). Then you unpack the file. This will result in a new file without an extension. Give this one the extension .zip. Again, unpack (unzip). You'll end up with the final file. Using a HEX editor, you can erase the section containing the texture file, which is at the bottom half (or so) of the file. This step might be a bit trial and error for you. But once you only have the model file part, you should be able to open it in Blender.
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Post by Red Seclusion Official on Jul 5, 2016 9:00:33 GMT
Still something is wrong. When I gave this new file extension .zip and tried to unzip it by WinZIP, an error occurred. "The following file could not be opened or is not a valid Zip file". I tried to unpack it by WinRAR too, but then I saw a message "Archive has got a wrong extension or it's broken".
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Post by Twintania on Jul 5, 2016 21:02:55 GMT
:/
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Post by Twintania on Jul 6, 2016 2:21:51 GMT
www.bspquakeeditor.com/downloads.php these MIGHT be helpful im not certain.. right now im looking into the possibility of importing .bsp files from other games like quake and half life so far ghostmaster is crashing but I want to see if there is a way to make ghostmaster accept it if we can make that work we can use the editor from those games
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