Comments (7)
ThankYou!!!
from bsp_tool.
That depends on what you want to do with the tool
Everything is built to work from the command line, there's no UI
If you wanted to do something like some texture swaps you can do that in the command line
>>> import bsp_tool
>>> map = bsp_tool.load_bsp("some_game/maps/some_map.bsp")
>>> map.TEXTURE_DATA_STRING_DATA[0] = "concrete/wall_2"
>>> map.TEXTURE_DATA_STRING_DATA[0] = "metal/wall_3"
>>> map.save_as("some_game/maps/some_map2.bsp")
If you're thinking of doing anything more advanced than that, like editing geometry, or copying things between maps, you'll need to learn more about how the .bsp formats work and probably write your own script that extends bsp_tool
to do whatever map edits / analysis you're trying to do.
TL;DR If you tell me what you're trying to do, I can give you some clearer instructions
from bsp_tool.
I have exported a file from the Titanfall VPK Tool that looks like an APEX map, but there is a file called "mp_rr_olympus_mu1.bsp" that I want to import into Blender.
from bsp_tool.
oh that's pretty easy to do, importing apex maps isn't complete yet, so you won't get textures
If you open 2.92_bsp_editor.blend
with the whole bsp_tool
next to it
you'll just need to edit the script to load the map (no UI yet)
Around line 276:
# TITANFALL
# bsp = bsp_tool.load_bsp("E:/Mod/Titanfall/maps/mp_corporate.bsp") # func_breakable_surf meshes with unknown flags
# bsp = bsp_tool.load_bsp("E:/Mod/Titanfall/maps/mp_lobby.bsp")
# bsp = bsp_tool.load_bsp("E:/Mod/Titanfall/maps/mp_angel_city.bsp")
# TITANFALL 2
# bsp = bsp_tool.load_bsp("E:/Mod/Titanfall2/maps/sp_training.bsp")
# bsp = bsp_tool.load_bsp("E:/Mod/Titanfall2/maps/mp_lobby.bsp")
# bsp = bsp_tool.load_bsp("E:/Mod/Titanfall2/maps/mp_angel_city.bsp")
# load_rbsp(bsp)
# APEX LEGENDS
# bsp = bsp_tool.load_bsp("E:/Mod/ApexLegends/maps/Season 2/mp_lobby.bsp")
# bsp = bsp_tool.load_bsp("E:/Mod/ApexLegends/maps/mp_rr_canyonlands_64k_x_64k.bsp") # Season 9 Event
# bsp = bsp_tool.load_bsp("E:/Mod/ApexLegends/maps/mp_rr_desertlands_mu2.bsp")
bsp = bsp_tool.load_bsp("mp_rr_olympus_mu1.bsp")
load_apex_rbsp(bsp)
The main thing you need to do is comment out load_rbsp(bsp)
& any bsps in the titanfall sections
and use
bsp = bsp_tool.load_bsp("mp_rr_olympus_mu1.bsp")
load_apex_rbsp(bsp)
to load your map
You may also need to type the full path to the map, and extract and .bsp_lump files named mp_rr_olympus_mu1.bsp.0000.bsp_lump
through to mp_rr_olympus_mu1.bsp.007F.bsp_lump
,
as long as they're in the same folder as the .bsp it should load
no textures or props yet, also it can take a few GB of RAM
for me Olympus takes about 9GB of ram and a bit over 30mins to load
It will also lag a lot in blender, so be prepared for that
I'll let you know when texture support comes for apex maps
from bsp_tool.
from bsp_tool.
seems it's having issues with loading bsp_tool from the folder, it should be there in the same folder though
oh also you need to use the /
slash instead of \
that's causing the top 2 errors
from bsp_tool.
I think the issues with filepaths might be to do with your local system language?
since it looks like you have Yen symbols in your filepaths
I don't really know what I could do testing wise to fix that...
from bsp_tool.
Related Issues (20)
- [Test Maps] `genesis3d`
- Configure `pytest` to remove naming convention HOT 2
- Create a `utils` submodule to pull tools out of `branches` HOT 1
- (extensions.editor) `.save_as(filename: str)` method for all `MapFile` classes
- (extensions.editor) MetaPattern string conversion is an ugly mess
- [Apex Archive] Season19 removed pakfiles, where are the cubemaps? HOT 4
- Another wave of geometry refactors HOT 4
- (extensions.decompile) Include TriColl meshes when decompiling Titanfall Engine maps HOT 3
- Move `extensions.editor.generic` into `utils.editor`
- (extensions.decompile) Standardising decompile extraction & processing
- BitField order is backwards, should be the same as C/C++ HOT 3
- [Apex Archive] Identify origins of loose maps, then remove them HOT 1
- [Test Maps] `apex_legends50`
- `bsp.bsp_version` should just be `bsp.version` HOT 1
- Geometry performance could be better HOT 3
- `editor.Brush`-> `List[geometry.Mesh]` HOT 1
- (utils.geometry) remove iterations.batched
- (extensions.lightmaps) Select Faces lump for Source Engine `lightmap_faces`
- [Test Maps] `apex_legends52`
- BSPX Test Maps HOT 1
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from bsp_tool.