aboutsummaryrefslogtreecommitdiff
path: root/subpages/Comments/BSP_Viewer.html
blob: c06ba6d7ea54d7450ff6e7543180ccce6ab1a4a3 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
<!DOCTYPE html>

<head>
  <title>Nem's Tools [BSP Viewer - About - About BSP Viewer]</title>
  <link rel="shortcut icon" href="../../favicon.ico" type="image/x-icon">
  <link rel="stylesheet" type="text/css" href="../../css/default.css">
  <meta http-equiv="pragma" content="no-cache">
  <meta http-equiv="cache-control" content="no-cache">
  <meta name="author" content="Ryan Gregg">
  <meta name="description" content="Nem&#39;s Half-Life and Half-Life 2 editing tools.">
</head>

<body>
  <div class="banner" onclick="location.href='https://nemstools.github.io/'"> </div>
  <div class="archived">This is archived copy of currently unavailable <a href="http://nemesis.thewavelength.net">Nem's
      Tools website</a>, restored from <a
      href="https://web.archive.org/web/20191202151405/http://www.nemesis.thewavelength.net/">Web Archive</a>. <br>
    Download section now provides links to both Web Archive and to this unofficial Github mirror.
  </div>
  <div class="main">
    <div class="group">
      <div class="separator"></div>
      <div class="heading2 menu">
        <a href="../../index.html" class="menuitem">Home</a>
        <a href="../../pages/GCFScape.html" class="menuitem">GCFScape</a>
        <a href="../../pages/Crafty.html" class="menuitem">Crafty</a>
        <a href="../../pages/VTFLib.html" class="menuitem">VTFLib</a>
        <a href="../../pages/Batch_Compiler.html" class="menuitem">Batch Compiler</a>
        <a href="../../pages/Terrain_Generator.html" class="menuitem">Terrain Generator</a>
        <a href="../../pages/BSP_Viewer.html" class="menuitem">BSP Viewer</a>
        <a href="../../pages/MAP_Viewer.html" class="menuitem">MAP Viewer</a>
        <a href="../../pages/virtuAMP.html" class="menuitem">virtuAMP</a>
        <a href="../../pages/Miscellaneous.html" class="menuitem">Miscellaneous</a>
      </div>
      <div class="separator"></div>
      <div class="content">
        <div class="main_area">
          <div class="space"></div>
          <div class="main_content">
            <div class="group">
              <div class="heading1">
                <div class="space"></div><span class="left"><a name="p83" href="#p83">About
                    BSP Viewer</a> - <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Posted: Apr 17th, 2004 - 5:03:52 pm</span>
                <div class="space"></div>
              </div>
              <div class="content"><b>About:</b>
                <p>BSP Viewer is a utility designed for mappers for previewing Half-Life 1 .bsp files and technical
                  information about how they are being rendered. This is meant to help mappers find problem areas in
                  their BSP files that need to be optimized.</p>

                <p>BSP Viewer has been superseded by Crafty, my new Half-Life 1 and Half-Life 2 .bsp, .gl, .map, .mdl,
                  .rmf and .vmf viewer. Crafty can be found <a href="../../pages/Crafty.html">here</a>.
                </p>

                <b>Screenshots:</b>
                <div style="text-align: center">
                  <br>
                  <img src="../../images/pages/bv1.jpg" width="590" height="475" alt="BSP Viewer"
                    title="BSP Viewer - Quality rendering.">
                  <br><br>
                  <img src="../../images/pages/bv2.jpg" width="590" height="475" alt="BSP Viewer"
                    title="BSP Viewer - Load from Steam packages.">
                  <br><br>
                  <img src="../../images/pages/bv3.jpg" width="590" height="475" alt="BSP Viewer"
                    title="BSP Viewer - Inspect entities and lightmaps.">
                  <br><br>
                  <img src="../../images/pages/bv4.jpg" width="590" height="475" alt="BSP Viewer"
                    title="BSP Viewer - See what the engine sees.">
                  <br><br>
                </div>

                <b>Features:</b>
                <ul>
                  <li>Optional rendering of textures, lighting, entities, special textures, transparent textures and
                    sorting.</li>
                  <li>Edge viewing and clipping.</li>
                  <li>Optional use of VIS, frustum and backface culling.</li>
                  <li>Scene freezing.</li>
                  <li>Optional rendering of entities in special render modes.</li>
                  <li>Real time entity editing.</li>
                  <li>Entity picking.</li>
                  <li>GCF loading.</li>
                  <li>PTS loading.</li>
                  <li>Exports .3ds, .map, .xsi, .ent and .bmp files.</li>
                  <li>Scene information viewing.</li>
                  <li>Supports .bsp files without VIS or RAD information</li>
                  <li>Recent .bsp file menu.</li>
                  <li>Quick and easy setup.</li>
                  <li>100% Free.</li>
                </ul>

                <b><a href="../../pages/BSP_Viewer-Download.html">Download</a></b>
                <br><br>
              </div>
              <div class="heading1">
                <div class="space"></div><span class="left">Modified: Aug 8th, 2006 - 3:49:03 pm</span><span
                  class="right">[ 158594 Views ]</span>
                <div class="space"></div>
              </div>
            </div><br>


            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c646"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=652">QwertyAccess</a></span><span
                  class="right">Posted: Jun 5th, 2004 - 11:15:57 am</span>
                <div class="space"></div>
              </div>
              <div class="content"><br>
                Woah this is cool :o<br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">2.</span> <a name="c1499"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1544">iizrael</a></span><span
                  class="right">Posted: Apr 21st, 2005 - 6:21:57 pm</span>
                <div class="space"></div>
              </div>
              <div class="content"><img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"><img
                  src="../../images/emotes/free.gif" width="32" height="32" alt="free"></div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">3.</span> <a name="c1508"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1550">NonStopableForce</a></span><span
                  class="right">Posted: Apr 26th, 2005 - 9:36:56 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Any news when one will be out for Hl2?</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">4.</span> <a name="c1544"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1580">XTian109</a></span><span
                  class="right">Posted: May 18th, 2005 - 5:18:36 am</span>
                <div class="space"></div>
              </div>
              <div class="content">Can't wait 4 HL2 version. Promise 2 send donation when i get some work.<br>
                U lot R godsends. Thanx</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">5.</span> <a name="c1547"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Posted: May 19th, 2005 - 1:42:15 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">As I've said before, I have so many other projects right now that a HL2 .bsp viewer
                isn't going to happen for a while.<br>
                <br>
                TG v4 is my current priority, it's framework (engine, file system and material system) should prove
                useful for a HL2 .bsp viewer.</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">6.</span> <a name="c1549"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1588">Dark</a></span><span
                  class="right">Posted: May 19th, 2005 - 4:12:26 pm</span>
                <div class="space"></div>
              </div>
              <div class="content"> I've found your BspViewer very useful.<br>
                May be some donation can change your priorities to make HL2 bspviewer earlier.<br>
                <br>
                If there is such sum and you are intersted in my suggestion then e-mail me. <br>
                <br>
                Thanks.</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">7.</span> <a name="c1552"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1350">Silencer</a></span><span
                  class="right">Modified: May 25th, 2005 - 9:39:55 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">hope the transition of the old engine to the new goes well for your bsp viewer nem
                the whole valve community is waking up to your programs!<br>i'm glad valve built upon the code they had
                for hl1 and not starting over :)<br>=[SA]=Silencer</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">8.</span> <a name="c1553"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Modified: May 27th, 2005 - 12:45:41 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Fine! I'll write one already. Enough people have asked me...<br><br>First days
                work:<br><img src="./Nem&#39;s Tools [BSP Viewer - About - About BSP Viewer]_files2/ov1.png" alt=""
                  border="0"><br>
                <br>
                My plan is to allow it to view multiple file formats (.bsp, .mdl, .vmf etc.).</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">9.</span> <a name="c1556"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1601">donkey_puncher</a></span><span
                  class="right">Modified: May 29th, 2005 - 11:19:37 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">looking forward to bsp edit 2005. maybe you could write a app to convert .mdl's and
                vmf's into .smds(3ds max 7). ive exported to .dxf and tried it that way but i cant figure out the
                texture alignments. anyway keep up the good work. <br>
                <br>
                cheers <img src="../../images/emotes/slurp.gif" width="32" height="32" alt="slurp"></div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">10.</span> <a name="c1559"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Posted: May 30th, 2005 - 12:39:00 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">There is already a HL2 .mdl decompiler available <a
                  href="https://web.archive.org/web/20180219212641/http://www.chaosincarnate.net/cannonfodder/cftools.htm">here</a>.
              </div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">11.</span> <a name="c1574"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1350">Silencer</a></span><span
                  class="right">Posted: Jun 19th, 2005 - 12:54:40 am</span>
                <div class="space"></div>
              </div>
              <div class="content">looks good so far keep up the good work nem :) <img
                  src="../../images/emotes/checkingthenews.gif" width="32" height="32" alt="checkingthenews"></div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">12.</span> <a name="c1601"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1550">NonStopableForce</a></span><span
                  class="right">Posted: Jul 11th, 2005 - 11:16:13 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Any thing new on the hl2/css version?<br>
                <br>
                -NSF</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">13.</span> <a name="c1603"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1676">HalfBrain</a></span><span
                  class="right">Posted: Jul 18th, 2005 - 12:27:46 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">My god, I really hope you will do bsp, mdl, vmf, anything viewer. This will be great
                jump for some of my machinima work and - of course - whole hl2 community. And TG4, man, I will mary you.
                No, wait, I will be you friend till the end of our digital lives.</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">14.</span> <a name="c1605"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Posted: Jul 18th, 2005 - 10:07:55 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">There is a screen shot on <a
                  href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=158#p158">this
                  page</a>. To be honest I haven't done anything since then, just been to bloody busy (it's summer!).
                Anyways, will try to finish it off soon.</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">15.</span> <a name="c1727"
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1838">_KaszpiR_</a></span><span
                  class="right">Posted: Nov 4th, 2005 - 9:47:52 am</span>
                <div class="space"></div>
              </div>
              <div class="content">The screenshots how to configure it under Steam, sorry it is in my native langauge,
                but i guess the images are understandable enought for anyone else<br>
                http://hlds.pl/page.php?id=28&amp;pg=3</div>
            </div><br>

            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">16.</span> <a name="c1829"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1517">venin</a></span><span class="right">Posted: Jan 14th, 2006 - 7:34:55
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Abouth the option to export maps in 3ds file..well the 3ds file cand be imported in
                millkshape and softimage/XSI mod tool...in 3dsmax nothing, dosen`t work for it. Could you fix so the
                format of the 3ds can be of that, that 3dsmax imports it? It would mean the wolrd to me :D...pls</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">17.</span> <a name="c1833"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Posted: Jan 16th, 2006 - 6:02:25 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">It's a problem with the lib3ds library BSPViewer uses. If you can import into other
                3D packages you could try exporting to a different format from them.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">18.</span> <a name="c1862"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1996">Talia</a></span><span class="right">Posted: Feb 5th, 2006 - 12:36:56
                  am</span>
                <div class="space"></div>
              </div>
              <div class="content">Uhm. I have a pre-steam version of HL (HL 1.1.1.0 to be exact) and I can't for the
                life of me get this configured to read the wad files. <br />
                Can you tell me what paths it's trying to read the wad in?</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">19.</span> <a name="c1863"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Posted: Feb 5th, 2006 - 2:45:56 am</span>
                <div class="space"></div>
              </div>
              <div class="content">The current version does not support WON installations, email me at <a
                  href="https://web.archive.org/web/20180414014035/mailto:[email protected]">[email protected]</a>
                and I'll send you the last version that did.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">20.</span> <a name="c1922"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=47">NerdIII</a></span><span class="right">Posted: Mar 14th, 2006 - 12:47:12
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">It works like a charme and the lightmaps are aligned properly as well. ^^<br />
                I especially like the option to freeze the visibility algorithm.<br />
                There is one question I'd like to ask you: Why do you use .NET?<br />
                Because it's safer in terms of memory leaks?<br />
                Because it is future oriented and you like the latest wizbang?<br />
                Because it's 'platform independent'?</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">21.</span> <a name="c1923"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=376">Bluefang</a></span><span class="right">Posted: Mar 14th, 2006 - 2:29:21
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">I would think that the answer to that is because it's easier to write and manage code
                with .NET.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">22.</span> <a name="c1924"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Posted: Mar 14th, 2006 - 4:35:42 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">I use it because I prefer to write C++ code, and managed .NET code can interop
                transparently with unmanaged C++ code. This means I can write &quot;normal&quot; C++ code and still take
                advantage of the .NET framework which I use mainly for its ability to write complex user interfaces with
                very little effort (as well as other services like cryptology and networking).<br />
                <br />
                As for your points:<br />
                Unmanaged code C++ does not use the garbage collector.<br />
                <br />
                Upgrading C++ code from v1.1 to v2.0 is a HUGE pain in the ass (hopefully this will not reoccur in
                v3.0).<br />
                <br />
                Managed C++ is not platform independent, only purely managed code is (C# and VB); unfortunately most my
                code is locked to Windows, though my unmanaged C++ code (which makes up the core of most projects) can
                be ported.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">23.</span> <a name="c1925"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=47">NerdIII</a></span><span class="right">Posted: Mar 14th, 2006 - 6:06:11
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Ok, I see. I wondered why a good coder with lots of C++ code from Valve's SDK would
                convert it all to C#. But honestly MFC is not too shiny when it comes to complex user interfaces. I made
                friends with Delphi early, which both easy to use and fast and compact and ... the third language in the
                list that supports managed .NET code. ;)</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">24.</span> <a name="c1926"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Posted: Mar 14th, 2006 - 7:37:58 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Ah yes, Delphi is a great development platform, I used it for Batch Compiler before I
                converted it to C#, the only thing I don't really like about it is its syntax.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">25.</span> <a name="c1931"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2054">joselitosn</a></span><span class="right">Posted: Mar 19th, 2006 - 11:52:32
                  am</span>
                <div class="space"></div>
              </div>
              <div class="content">Version 1.5.5 give this error:<br />
                Invalid Hllib.dll version number.<br />
                <br />
                Made a fresh install for it, and i have winxp home sp1 with .net 2.0 installed <img
                  src="../../images/emotes/sad.gif" width="32" height="32" alt="sad" /></div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">26.</span> <a name="c1932"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Modified: Mar 19th, 2006 - 12:35:53 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Sorry, fixed the installer, and you don't need .NET v2.0...</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">27.</span> <a name="c1937"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2063">ert</a></span><span class="right">Posted: Mar 24th, 2006 - 7:35:35 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Could you add an entity search function to the bsp viewer, it doesn't need to be any
                more advanced than Hammer's function (allows you to search by keys or values on their own or as KV
                pairs, and supports partial matches). Would be nice (but not essential) it you could right click on keys
                or values in the lower-left pane and it would give you the option to automatically search for say a
                target field.<br />
                <br />
                Also when you click on an entity in the list, its hard to find it in the 3d view. Because the thin
                orange lines used to highlight an entity don't stand out too well. There should be a setting to control
                the thickness and colour of these lines, should be pretty simple to do and it would solve the problem
                nicely :)<br />
                <br />
                And finally, the draw distance should be increased to at least 14200 so that you can see everything,
                even when looking from one corner of the map to the other.<br />
                <br />
                Nice work btw.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">28.</span> <a name="c1946"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2076">redcomet</a></span><span class="right">Posted: Apr 3rd, 2006 - 5:57:36
                  am</span>
                <div class="space"></div>
              </div>
              <div class="content">Any chance of getting this program to export into vmf format? Or at least map format
                where you make the walls solid and not made out of numerous 1 unit thick faces? <br />
                This could be an excelant tool for converting half life 1 maps to source.<br />
                <br />
                I have been working on a map to vmf converter, and I found your program. It made me a bit frustrated to
                be able to walk around the map like I was in half life, all the blocks solid and not made of 1 unit
                think walls, I hoped that you would export that kind of format into the map file. Unfortunetly you do
                not. So I ask why you do not, and if there a chance for you to consider making them solid and save me a
                great deal of work and grey hairs :)<br />
                <br />
                Excelant program though, by far the best half life program I have ever used.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">29.</span> <a name="c1949"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Posted: Apr 3rd, 2006 - 5:04:16 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">ert:<br />
                I'm not planning on updating BSP Viewer any more, instead Crafty will replace it. Currently Crafty
                doesn't render Half-Life .bsp files as well as BSP Viewer or offer as many options, but this will be
                corrected when it leaves Alpha. I will try to incorporate your suggestions into it.<br />
                <br />
                redcomet:<br />
                As I said, I'm not planning to update BSP Viewer any more, but I'm not sure I see the point of exporting
                .vmf files. There is no good conversion between mesh geometry (.bsp files) and additive geometry (.map
                and .vmf files) which is why .map exportation sucks. Is there some reason you can't import the .map
                files BSP Viewer into Hammer?</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">30.</span> <a name="c1951"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2076">redcomet</a></span><span class="right">Modified: Apr 3rd, 2006 - 10:32:05
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Well yes, I can import the map files into hammer. But it takes a bit of trickery.
                When you export the map file you add a bunch of useless spaces,<br />ie,<br />
                <div class="vbtitle">Code:</div>
                <div class="vbcode"><br />{<br /> {<br /> (292902, 222, 3333) etc<br /> (etc)<br /> }<br />}<br /></div>
                <br />
                <br />
                Which hammer and MapFool cannot read, I have to go in and replace all double spaces with nothing to end
                up with this:<br />
                <br />
                {<br />
                }<br />
                (28238483 34342 2233) etc<br />
                (etc)<br />
                }<br />
                }<br />
                <br />
                I use Map Fool to be able to process the textures into vmf's so I look at the map in hammer not grey
                walls. <br />
                <br />
                But the main problem is that when you export the map files you take all the solids and hollow them all
                by 1 unit. So a simple block becomes a 6 faced cube with 1 unit thick walls... <br />
                <br />
                I know that all decompilers do this, but I was using your program and I looks at the walls your BSP
                class generates and they are solid, not made of numerous 1 unit thick walls. And I can not help thinking
                that somewhere in your program, instead of making the map file solids off of the right, display size
                solids, you are taking the real solids and making them 6 faces 1 unit hollowed blocks. Or you are read
                straight from the bsp and not from the nice map you build in the program. <br />
                In either case, I find it extremly frustrating.<br />
                <br />
                In hammer, it does not build map files created by decompilers such as bsp2map and this because of all
                the solids that insect (tjuncs), which are created by the 1 unit thick walls. What we have to do to
                convert maps is first get the map file, load it into hammer, and before we can even compile it to look
                around we have resize all the walls to replace the 6 1 unit thick blocks with 1 solid block. <br />
              </div>
            </div><br />

            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">31.</span> <a name="c1952"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Modified: Apr 3rd, 2006 - 11:03:53 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Ah, I see (I would have thought those tools could parse the white space,
                weird).<br /><br />Anyways, the reason BSP Viewer exports 1 unit thick brushes is because the CSG
                process destroys the brushes you see in Hammer (or whatever editor you use) and converts them into a
                polygon soup. This process is NOT reversible. A brush (in Hammer) is a convex collection of planes that,
                when intersected, form polygons. When these planes are removed or split by the CSG process, the original
                brush is gone forever. BSP Viewer's approach is to say to hell with the brushes and construct a new
                brush for each face in the BSP (hence the 1 unit brushes). Other programs (such as <a
                  href="https://web.archive.org/web/20180414014122/http://developer.valvesoftware.com/wiki/WinBSPC">WinBSPC</a>)
                construct one large brush that engulfs the entire world, then &quot;hollow&quot; it out subtracting the
                BSP geometry and breaking up the brush into smaller convex brushes. This process creates more
                &quot;brush like&quot; results, but is still nothing close to how one would actually map.<br />
                <br />
                This is why there are no good BSP decompilers, it is a really hard problem to solve. Half-Life 2 has a
                better BSP decompiler (VMEX) but only because the original brushes are stored in the BSP along with the
                CSG polygon soup.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">32.</span> <a name="c1953"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2076">redcomet</a></span><span class="right">Modified: Apr 3rd, 2006 - 11:49:09
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Yes I understand now, I read some of your comments on the Map file Format on VERC and
                looked at the source. <br />
                <br />
                I understand that what you are doing is reading the bsp, constructing the normals and distances, etc,
                and building a brush. However, I do see an approach that can make good map files.<br />
                <br />
                What I realized from looking at these map files you generate is that each section describes a face, not
                a brush. So when hammer loads it I assume it screws with it and forces it to be atleast 1 unit thick and
                then it interects with the other 'faces' you wrote to the map file. But why not do this instead of
                writing faces as if they were brushes.<br />
                <br />
                You have good solids inside your program, and I know that the map file format is to read three points
                from the line, generate a normal and distance to get a plane, which it then used with the other 5 lines
                to calculate a volumn for the total brush. Your program does this, but when saving the map file it saves
                each face as a brush, with each face getting its own 6 line segment in the map file. <br />
                Why not instead, forget the original bsp, and make the map file off of your displayed map. For instance,
                I am not 100% sure on the process yet, but take a face on one of the solids, define three points
                somewhere on it, and write that line to the map file. Then move onto the next face, define three points
                on it, then write the next line. And do that for all 6 lines on a segment. That way when hammer goes to
                make the normals and planes, one brush is defined by 1 segment instead of 6, which causes the 1 unit
                thick walls.<br />
                <br />
                Now that I know whats up, I downloaded your map view source, and though I will have a much harder time
                trying to convert a 6 segment solid into a 1 segment solid, I am going to start trying to write a
                program that will do it. It might take some tinkering, but I a sure that when a program that actually
                makes solids instead of faces will become imensly popular. I know me and my mod crew will use it a lot.
                <br />
                <br />
                Which by the way, in your map view source, there is a typo.<br />
                In the MapViewer.rc file you incude resource2.h, and not resource.h which is what exsists, Resource2
                doesnt. If doesnt compile right off the bat, but when I changed the MapViewer.rc file it worked.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">33.</span> <a name="c1955"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Posted: Apr 4th, 2006 - 11:23:06 am</span>
                <div class="space"></div>
              </div>
              <div class="content">I'm not sure if I fully understand you (or maybe you don't fully understand me).
                Brushes, by nature, must be <a
                  href="https://web.archive.org/web/20180414014122/http://en.wikipedia.org/wiki/Convex">convex</a>. But
                BSPs contain a polygon soup which is anything but convex. The only logical grouping of faces in a BSP is
                into leaf-nodes, which are collections of near by faces. However, these leaf-nodes are concave by nature
                and so can't be used to construct a brush. It's not just a matter of taking a bunch of faces and
                combining them into a brush, therein lies the problem!<br />
                <br />
                <br />
                BTW, MAP Viewer's source is old and quite poor.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">34.</span> <a name="c1957"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2076">redcomet</a></span><span class="right">Posted: Apr 4th, 2006 - 11:56:07
                  am</span>
                <div class="space"></div>
              </div>
              <div class="content">I know that going from bsp to map is difficult, and most decompilers fail with their
                1 unit walls. I discovered that what they are doing is describing each face in the map file. The regular
                map file format is supposed to start with a {, then go for 6 lines in which is describes 6 faces for a
                solid. Then when it loads the map it finds the normal, dot product, etc, you know all
                this.<br /><br />What you and other decompilers do is instead of using those 6 lines to describe a full
                solid (like a wall) you use these sections, denoted by the {}'s to describe each face. So instead of
                this:<br /><br />
                <div class="vbtitle">Code:</div>
                <div class="vbcode"><br />{<br />(a face)<br />(a face)<br />(a face)<br />(a face)<br />(a
                  face)<br />(a face)<br />}<br /></div><br /><br />you generate this:<br /><br />
                <div class="vbtitle">Code:</div>
                <div class="vbcode"><br />{<br />(a face of a face)<br />(a face of a face)<br />(a face of a
                  face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />}<br />{<br />(a
                  face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a face
                  of a face)<br />(a face of a face)<br />}<br />{<br />(a face of a face)<br />(a face of a
                  face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a face of a
                  face)<br />}<br />{<br />(a face of a face)<br />(a face of a face)<br />(a face of a face)<br />(a
                  face of a face)<br />(a face of a face)<br />(a face of a face)<br />}<br />etc..<br /></div><br />
                <br />
                And together these 6 sections you create actually represent one solid. So in hammer's eyes it seems like
                you are creating numerous solids to build a solid. Instead of numerous faces to make a face.<br />
                <br />
                I do not know if I can explain it better :( But thats sort of not important.<br />
                <br />
                What I get, is that going from bsp to map is very hard.<br />
                But what I see is you creating a 3d world with the bsp.<br />
                A 3d world with vertices and planes and solid walls<br />
                <br />
                So what I am saying is that instead of going bsp to map, go bsp to 3d world to map.<br />
                <br />
                Use the coords you can pick up off of the display to go backwards through the vector normalize/dot
                product loop you described in VERC<br />
                http://collective.valve-erc.com/index.php?go=map_format<br />
                <br />
                to build a good map file.
              </div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">35.</span> <a name="c1959"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Modified: Apr 5th, 2006 - 11:22:26 am</span>
                <div class="space"></div>
              </div>
              <div class="content">Well you clearly understand the problem, but the solution is a lot harder that simply
                combining the faces.<br />
                <br />
                Consider a single brush crate. If this brush was made an entity then yes, all six faces of the bush
                would be present in the BSP and you could easily construct one brush for the decompiled faces. However,
                if the crate is on the ground and a world brush, it would only have five faces, and it if was also
                against a wall, it would only have four, and if it was also in a corner, it would only have three, and
                if it also had another crate on top of it, it would only have two. Ignoring the fact that it is hard to
                know which faces make up the crate, in each case where there is a face missing, there are infinitely
                many ways to add faces to create a brush, and adding these faces must be done in such a way that doesn't
                protrude into the BSP (and makes sense). A lot of the time brushes are reduced to just one face in the
                BSP.<br />
                <br />
                This brings us to the other problem. How do you know which faces should be part of a brush if they exist
                in a polygon soup? There is no way to know. You can estimate by checking proximity and whether or not
                combining faces results in a convex solid, but it is still a tricky problem.<br />
                <br />
                Furthermore, the faces in a BSP are even more mangled by because they are split by other geometry and to
                produce smaller concave nodes (think of how a staircase splits up). These faces must be reunited in a
                convex manor, but again there are many ways of doing this.<br />
                <br />
                I'm not trying to deter you from trying, I'm just trying to make sure you understand the problem and why
                I have never spent a lot of time trying to get BSP Viewer to export usable MAP files. Good luck!<br />
              </div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">36.</span> <a name="c1966"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2076">redcomet</a></span><span class="right">Posted: Apr 5th, 2006 - 1:25:59
                  am</span>
                <div class="space"></div>
              </div>
              <div class="content">Well I did not know about the face deletion problem. <br />
                <br />
                I really wish I could sit down and write a good converter, unfortunetly I am getting swamped with
                different projects and other garbage I thought was done a long time ago.. <br />
                <br />
                I will continue thinking about it and maybe contributing tio a program little by little. I hate having
                my mappers go through and move all the walls from being 6 faces 1 unit hollow brushes to full walls.
                Thats why I asked. Your program seemed to do a very good job of constructing the solids. <br />
                <br />
                I am still debating, I am not sure which is easier, a program that will read bad map files and convert
                them, or a program that will read 3d vertices from your 3d view and construct brushes off of that..
                <br />
                <br />
                I really like that hollowing idea that you told me about, I decompiled a few maps with that program and
                got considerably better results. Its just to bad it doesn't work for most maps.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">37.</span> <a name="c2697"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2393">edman747</a></span><span class="right">Posted: Nov 1st, 2007 - 10:21:16
                  am</span>
                <div class="space"></div>
              </div>
              <div class="content">hi, thanks Nem. <br />
                I really like bsb viewer. sometimes when loading one of the half-life single player maps(HLSP). using a
                pak0 everything is gray. so i just use the half-life.gcf then the map looks normal.<br />
                <br />
                things like func_monsterclip, trigger_once and trigger_changelevel often have some weird texture applied
                to them? I have to fly through them to see the rest of the map.<br />
                <br />
                now to the question: do you have a spawn point tool? Kinda like bsb viewer where I could fly to the spot
                where I want to put a spawn point and have a player model show up where each spawn point is.<br />
                <br />
                if no, do you know of one? have used spawnpointeditor 1.3 by Michael.A.C.Pink<br />
                It has some utility but the wire frame display of the map. makes it hard to add multiple spawn points.
                very difficult on the HLSP maps where things can be kind of tight.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">38.</span> <a name="c2709"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Posted: Nov 10th, 2007 - 12:04:43 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Kinda. In the entities tab, you can add and duplicate info_player_start entities
                using the context menu. Once you have added your new spawns, you can export a .ent file from the File
                menu, then import you entities back into your .bsp using ripent.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">39.</span> <a name="c2807"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3175">the-dead</a></span><span class="right">Posted: Feb 22nd, 2008 - 1:26:50
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">I have a question to this program...<br />
                can i edit a map with it??? i have loded a bsp and now, i wanna edit and save. is this possible???<br />
                <br />
                <br />
                thx the-dead</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">40.</span> <a name="c2896"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3311">Ean</a></span><span class="right">Modified: Jun 16th, 2008 - 9:24:09
                  am</span>
                <div class="space"></div>
              </div>
              <div class="content">how do you export lightmaps? milkshape wont import the meshes and ac3d wont import
                lightmaps. Also, I noticed the poly count is much higher in ac3d than bsp viewer (even with no culling)
              </div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">41.</span> <a name="c2897"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span class="right">Posted: Jun 17th, 2008 - 3:48:24 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">BSP Viewer has been replaced by Crafty (which included the ability to export
                lightmaps).</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">42.</span> <a name="c3346"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=4017">Bourne</a></span><span class="right">Modified: Mar 13th, 2010 - 5:55:23
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Everytime i try to open a .bsp i get the following error message, : <br />
                &quot;Error loading BSP file: Invalid Half-Life BSP file format.&quot;<br />
                i have done everything correct and it still says that. Please help!<br />
                <br />
                but everything else is perfect!</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">43.</span> <a name="c3347"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1704">maban</a></span><span class="right">Posted: Mar 13th, 2010 - 6:42:09
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">BSP Viewer hasn't been updated in 4 years. Use Crafty instead.</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">44.</span> <a name="c3348"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=4017">Bourne</a></span><span class="right">Posted: Mar 13th, 2010 - 7:40:51
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">oh, alright. thanks i was in a rush at the time</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">45.</span> <a name="c3660"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=4440">Patrick Star</a></span><span class="right">Posted: Nov 20th, 2011 - 11:44:16
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">i decompile a map but none of the func_walls show up</div>
            </div><br />

            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">46.</span> <a name="c3674"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=4466">adarhyme</a></span><span class="right">Posted: Jan 7th, 2012 - 4:22:35
                  am</span>
                <div class="space"></div>
              </div>
              <div class="content">Dont download link!!!!<br />
              </div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">47.</span> <a name="c3690"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2633">INsane</a></span><span class="right">Modified: Feb 21st, 2012 - 4:49:07
                  am</span>
                <div class="space"></div>
              </div>
              <div class="content">Found another use for this old tool, getting a old HL1 .bsp to VMF in the latest
                hammer.<br /><br />Some old maps decompile with decompilers and some don't, some have a lot of invalid
                structures and hammer will not open them, some do.<br /><br />If you find nothing else works to get the
                old structure of a .bsp, try this....<br /><br />The BSPViewer and Crafty .bsp to .map then to .vmf
                Method:<br /><br />1. With BSPViewer. Open the .bsp file, go to &quot;File&quot; and Export select
                &quot;MAP File&quot;, un-tick &quot;Bevel Brushes&quot; and &quot;Use Null textures&quot; OK and give it
                a name, save as a .map.<br /><br />2. Now open that saved file with Crafty, select &quot;File&quot; and
                &quot;Export&quot;, drop down the &quot;Save as Type&quot; select VMF, give it a name.<br /><br />Open
                the VMF with Hammer, it may give an error about could not load some solids, just continue without them,
                (press &quot;Yes&quot;) it will look nuts, all orange and heaps of 1 unit walls.<br /><br />If you now
                go to the &quot;VisGroups&quot; and un-tick World Geometry what you may end up with are some structures
                like trees, tables, chairs, arches without a heap of walls in the way. These are Brush entities, that
                may be enough to start to build a source map from the old structure and have it very close to the same
                layout.<br /><br />I know there are easy ways, <u>this is only for HL1 maps that you keep getting
                  crashes when trying to open a decompliled .map or .vmf</u>, seems to get rid of a few bad eggs in the
                file.<br />
                <br />
                More here:<br />
                http://www.dodbits.com/dods/index.php/hl2-mapping/61-porting-old-half-life-1-maps </div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">48.</span> <a name="c3932"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=12847">PancakeBre</a></span><span class="right">Modified: Oct 8th, 2014 - 8:00:43
                  pm</span>
                <div class="space"></div>
              </div>
              <div class="content">Hi everyone, i'm tryng to convert &quot;zs_Castle_keep.bsp&quot; (workshop of source
                filmaker) in OBJ, it opens but the viewer doesn't load any texture.<br />
                I tried to open the bps with the material browser and in it there all all the texture, so how can I load
                them with object viewer?</div>
            </div><br />
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">49.</span> <a name="c3949"
                    href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=12909">Gennaro-HL</a></span><span class="right">Posted: Feb 23rd, 2015 - 5:00:33
                  am</span>
                <div class="space"></div>
              </div>
              <div class="content">Hi, I have a problem with the &quot;BSPViewer&quot; I do not load the map textutas
                (Crossfire.bsp)<br /><br />ERROR: Failed to load gfx \ env \ 2desertft.tga.<br />Failed to load
                sky.<br /><br />Any solution.<br /><br /><img
                  src="https://web.archive.org/web/20180414014153im_/http://i.imgur.com/5AzlfLL.png" alt=""
                  border="0" /><br />
                <br />
              </div>
            </div><br />


          </div>
          <div class="main_sidebar">
            <div class="group">
              <div class="heading1"><span class="title">BSP Viewer</span></div>
              <div class="content"><span class="title">» <a href="../../pages/BSP_Viewer.html">About</a></span><br>
                <span class="title">» <a href="../../pages/BSP_Viewer-Download.html">Download</a></span><br>
                <span class="title">» <a href="../BSP_Viewer-Revision History.html">Revision
                    History</a></span><br>
                <span class="title">» <a href="../BSP_Viewer-Requirements.html">Requirements</a></span><br>
                <span class="title">» <a href="../BSP_Viewer-FAQ.html">FAQ</a></span><br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading1"><span class="title">Login</span></div>
              <div class="content">
                <form name="loginform" method="post"
                  action="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&amp;o=0">
                  <div class="label">Username:</div>
                  <div><input type="text" name="username" class="textbox"></div>
                  <div class="label">Password:</div>
                  <div><input type="password" name="password" class="textbox"></div>
                  <div class="label"><input type="checkbox" name="storepassword" class="checkbox"
                      checked="checked">Store Password</div>
                  <div><input name="login" type="submit" value="Login" class="button"></div>
                </form>
              </div>
            </div>

            <br>
            <div class="group">
              <div class="heading1"><span class="title">New Users</span></div>
              <div class="content">
                <span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?action=directory">Directory</a></span><br>
                <span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&amp;o=0&amp;action=addauthor">Register</a></span><br>
                <span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=83&amp;o=0&amp;action=retrievepassword">Retrieve
                    Password</a></span><br>
              </div>
            </div>

            <br>
            <div class="group">
              <div class="heading1"><span class="title">Latest Comments</span></div>
              <div class="content"><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=270&amp;o=15#c4049">Don't
                    Panic</a> (<a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=13389">mspaintsupport</a>)</span><br><span
                  class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=149&amp;o=120#c4048">About
                    VTFLib</a> (<a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=13350">thadtodd7</a>)</span><br><span
                  class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=205&amp;o=210#c4047">About
                    Crafty</a> (<a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=13151">mentolatux</a>)</span><br><span
                  class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=213&amp;o=45#c4046">Crafty
                    FAQ</a> (<a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=13151">mentolatux</a>)</span><br><span
                  class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=264&amp;o=0#c4045">GCFScape
                    v1.8.0</a> (<a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=13340">silitao</a>)</span><br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading1"><span class="title">Latest Articles</span></div>
              <div class="content"><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=277#p277">GCFScape
                    v1.8.6</a></span><br><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=276#p276">GCFScape
                    v1.8.5</a></span><br><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=275#p275">GCFScape
                    v1.8.4</a></span><br><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=274#p274">GCFScape
                    v1.8.3</a></span><br><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=273#p273">VTFLib
                    v1.3.2</a></span><br></div>
            </div><br>
            <div class="group">
              <div class="heading1"><span class="title">Most Popular Articles</span></div>
              <div class="content"><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=178#p178">VTFEdit
                    v1.2.5 Full</a></span><br><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=76#p76">GCFScape
                    v1.3.1 Full</a></span><br><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=238#p238">VTFEdit
                    v1.3.3 Full</a></span><br><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=154#p154">VTF
                    Plug-In for Photoshop</a></span><br><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?c=169#p169">GCFScape
                    v1.8.6 Full</a></span><br></div>
            </div><br>
            <div class="group">
              <div class="heading1"><span class="title">Newest Member</span></div>
              <div class="content"><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=13389">mspaintsupport</a></span><br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading1"><span class="title">Elite Spammers</span></div>
              <div class="content"><span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><br><span
                  class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=376">Bluefang</a></span><br><span
                  class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=708">NoBody</a></span><br><span
                  class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=7">Slackiller</a></span><br><span
                  class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/index.php?a=385">Keloran</a></span><br>
              </div>
            </div>
            <br>
            <div class="group">
              <div class="heading1"><span class="title">Feeds</span></div>
              <div class="content">
                <span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/rss/?page=1">RSS
                    2.0 (News)</a></span><br>
                <span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/rss/">RSS 2.0
                    (Entire Site)</a></span><br>
                <span class="title">» <a
                    href="https://web.archive.org/web/20180219212641/http://nemesis.thewavelength.net/rss/?comments&amp;limit=15">RSS
                    2.0 (Comments)</a></span><br>
              </div>
            </div>


          </div>
          <div class="space"></div>
        </div>
      </div>
      <div class="separator"></div>
      <div class="heading2 center"><span class="note">Nem's Tools v2.0 © 2006 <a
            href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
          time: 0.07963s; Queries: 14.<br>
        </span></div>
    </div>
  </div>
</body>

</html>