Newbspguy: Difference between revisions

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[[newbspguy]] is a [[bspguy]] fork supported by [[User:UnrealKaraulov|UnrealKaraulov]]
[[newbspguy]] is a [[bspguy]] fork supported by [[User:UnrealKaraulov|UnrealKaraulov]]


==About==
==About==
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#Download newbspguy.zip
#Download newbspguy.zip
#Extract
#Extract
#Run bspguy with command line args "editor" (for start empty window with GUI)
#Run bspguy with command line args "editor" (Or start empty window with GUI)
#Click File->Settings
#Click File->Settings
#Enter game directory in General tab (For Half-Life 1, select the directory with hl.exe file)
#Enter the game directory in the General tab  
**{{tip|For Half-Life 1, select the directory with the hl.exe file}}
#Enter relative or full path to fgd files in FGDs tab
#Enter relative or full path to fgd files in FGDs tab
#Enter mod directories in Asset Paths tab
#Enter mod directories in the Asset Paths tab
#Click File->Open
#Click File->Open
#Select [[Goldsource]] bsp map file  
#Select [[Goldsource]] bsp map file  
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*Optimize + clean commands to prevent overflows
*Optimize + clean commands to prevent overflows
*Hull deletion + redirection + creation
*Hull deletion + redirection + creation
**clipnode generation is similar to -cliptype legacy in the CSG compiler (the worst method)
{{bug|clipnode generation is similar to -cliptype legacy in the CSG compiler (the worst method)}}
*Basic face editing
*Basic face editing


[[newbspguy]]
[[newbspguy]]
*Texture Rotation
*Texture Rotation
*Face Editor Update(better texture support, verts manual editor, etc, but without texture browser)
*Face Editor Update (Better texture support, verts manual editor, etc, but without texture browser)
*Export obj, wad, ent, bsp (Selected model with working collision, can be used in any entity instead of MDL models)
*Export obj, wad, ent, bsp (Selected model with working collision, can be used in any entity instead of MDL models)
*Import wad, ent, bsp (Currently only one mode - import as a new entity outside map)
*Import wad, ent, bsp (Currently only one mode - import as a new entity outside the map)
*Render bsp models(no MDL render at this time)
*Render bsp models(no MDL render at this time)
*Full support for the "angle" and "angles" keyvalue.
*Full support for the "angle" and "angles" keyvalue.
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*Added "undo/redo" for any manipulation. (Move ents/origin, etc)
*Added "undo/redo" for any manipulation. (Move ents/origin, etc)
*Added move model (As an option for transforming)
*Added move model (As an option for transforming)
*Added CRC-Spoofing(now possible to replace original map and play it on any servers)
*Added CRC-Spoofing (Now possible to replace the original map and play it on any servers)
*Updated controls logic(now can't using hotkeys and manipulation, if any input/window is active)
*Updated controls logic (Now can't use hotkeys and manipulation, if any input/window is active)





Revision as of 08:11, 6 December 2022

newbspguy is a bspguy fork supported by UnrealKaraulov


About

newbspguy is a map viewer and editor that allows viewing and editing of Goldsource maps without decompiling and merging Sven Co-op Goldsource maps. (Feature from original bspguy)

Possible to edit simple geometry, light maps, and allow to export/import .bsp files (Similar to prefabs in Valve Hammer Editor)

Tip.pngTip:For full features list see below

System requirements

  • OS: Microsoft Windows 7 or ubuntu latest
  • CPU: 2.0 GHz dual core processor
  • RAM: 2048MB
  • Video Card: 1024MB with Opengl 3.3 support.

Setup

  1. Download newbspguy.zip
  2. Extract
  3. Run bspguy with command line args "editor" (Or start empty window with GUI)
  4. Click File->Settings
  5. Enter the game directory in the General tab
    • Tip.pngTip:For Half-Life 1, select the directory with the hl.exe file
  1. Enter relative or full path to fgd files in FGDs tab
  2. Enter mod directories in the Asset Paths tab
  3. Click File->Open
  4. Select Goldsource bsp map file

Features

bspguy

  • Keyvalue editor with FGD support
  • Entity + BSP model creation and duplication
  • Easy object movement and scaling
  • Vertex manipulation + face splitting
    • Used to make perfectly shaped triggers. A box is often good enough, though.
  • BSP model origin movement/alignment
  • Optimize + clean commands to prevent overflows
  • Hull deletion + redirection + creation
Icon-Bug.pngBug:clipnode generation is similar to -cliptype legacy in the CSG compiler (the worst method)  [todo tested in ?]
  • Basic face editing

newbspguy

  • Texture Rotation
  • Face Editor Update (Better texture support, verts manual editor, etc, but without texture browser)
  • Export obj, wad, ent, bsp (Selected model with working collision, can be used in any entity instead of MDL models)
  • Import wad, ent, bsp (Currently only one mode - import as a new entity outside the map)
  • Render bsp models(no MDL render at this time)
  • Full support for the "angle" and "angles" keyvalue.
  • Renders ents and models using these keyvalues.
  • Full-featured LightMap Editor.
  • Sorting by fgd flags.
  • Added "undo/redo" for any manipulation. (Move ents/origin, etc)
  • Added move model (As an option for transforming)
  • Added CRC-Spoofing (Now possible to replace the original map and play it on any servers)
  • Updated controls logic (Now can't use hotkeys and manipulation, if any input/window is active)


Bugs

The editor contains bugs and is unstable. Save early and often! Make backups before experimenting with anything.

External links