![]() ![]() EDIT: Yes, the -game quakelive switch decompiles the map almost correctly (there are some textures parsing issues, texture alignments are lost and doesn't put in misc_model entities with desired models' pathnames). When compiling quakelive map, use the same switch as in decompile, but what to do with the added lump, when there's no advertisement entity? Maybe I'll use it only for decompile. So, if it's true, then there's nothing to edit in BSP files, it just decompiles the bsp's as they are into raw map file to load it in radiant. bat: "q3map2.exe -game quakelive -convert -format map ". Quakelive maps (IBSPv47) can be decompiled with q3map2.exe(v2.5.17) using. You could probably troll around though and make some easter eggs by putting "Hello World" for a cellId. Apparently, there's some behind-the-scenes stuff regarding how ads work, most likely embedded in the game's code itself, and therefore it is impossible to build a fully functional advertisement without access to the developer toolset. It's not really as simple as slapping in a three-digit number for the cellId and calling it a day, however. Each of them have a "cellId" spawnflag, viewable in-game with "r_debugads 1". They use a special entity called "advertisement", which is similar to a func_static but capable of streaming ad content from select providers. Quake Live needs to load the right advertisement in there, so a fixed texture won't work. I have 0 knowledge of how they work, but I imagine it's some sort of entity or perhaps a specific shader that's applied to the brush or surface. The ads will just be a texture on a surface? whats the issue here? “ When you are worst off in your life, turn to face the sun and all the shadows will fall behind you.” - John Lennon If I'll have some lucky, there probably is the chance to safely decompile the bsp's I need and maybe later to make the maps with working ad banners. ![]() ID software have used probably modified version, that adds the quakelive lump, or used unofficialy released version with that lump, that ydnar probably sent to ID software to make the maps with working ad banners. Will it work, when changing the number? I'm asking for preventing some unwanted issues. The BSP version is probably the 7 in the beginning of file, so I have figured out changing the 7 to 6, but the lump will probably be the same. Maybe I'll alert ydnar about the QL lump added in q3map2 (ID software used q3map2 to make the bsp's), If it's added in latest release and if not, if it's possible to add it in the next build. ![]()
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