Tremulous Forum

Media => Mapping Center => Topic started by: NewSource on May 03, 2016, 05:52:13 pm

Title: Tutorial: Changing BSP version without .map re-compiling
Post by: NewSource on May 03, 2016, 05:52:13 pm
Hi EveryBody!

so this theard is about "How to Change BSP version", exemple bsp version of Quake 3 (also Tremulous OFC) is 46, RtCW - 47.

So we need for edit:

1.Brain without asshands :)
2.Hex Editor

So let's go, step one, open .bsp in any hex editor
(https://pp.vk.me/c631222/v631222999/3e21c/38wJRImJNFM.jpg)

So we see here some unknown stuff (well for 99% they is, but for guys like me, this isn't unknown)

So in first line here is 2f, this mean 47, so yes this is RtCW map..
(https://pp.vk.me/c631222/v631222999/3e226/BCKh65g_yHc.jpg)

So in 4th byte (or correct me if im totally WRONG) is number of BSP ver
So change they to 2e:

(https://pp.vk.me/c631222/v631222999/3e230/YnK5HjYekiQ.jpg)

Save and test, btw ofcourse there is no eggs, om/rc nodes and other Tremulous stuff, so you anyway have to build
custom layout, exemple u can look at exists layouts for understand how they is works, and make some own,
so cmds like /viewpos is very usefull..or u can use some New EDGE qvm, which have /spawn cmd, for quicly spawn some teleeggs before "Aliens Win"

Btw, Result:
(https://pp.vk.me/c631222/v631222999/3e212/ziXAfb2obZc.jpg)
Title: Re: Tutorial: Changing BSP version without .map re-compiling
Post by: Undeference on May 03, 2016, 10:51:59 pm
Quote
So in 4th byte (or correct me if im totally WRONG) is number of BSP ver
Pretty sure it's a long
Code: [Select]
2f 00 00 00
Title: Re: Tutorial: Changing BSP version without .map re-compiling
Post by: ULTRA Random ViruS on May 19, 2016, 03:57:48 am
D: