Modding 2 Fort

Discussion in 'Mapping Questions & Discussion' started by Ike4175, Sep 15, 2008.

  1. Ike4175

    Ike4175 L1: Registered

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    I am trying to do a custom mod for my clan based on 2 fort . I have read through the forums on custom maps and I have tried to do it but I cant seem to figure out how to open 2 fort so I can change it. ANy help would be awsome and much appreciated. Thanks
     
  2. Crimson

    Crimson L3: Member

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    Download Vmex (google it) and read the readme file on how to decompile the BSP into a .VMF file and load it into hammer.
     
  3. AWESOME-O

    AWESOME-O L10: Glamorous Member

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  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Pretty much the answer is: you can't change it. Making a decompiled map suitable for recompiling is an enormous amount of tedious work basically rebuilding the entire thing.
     
  5. Brandished

    Brandished L5: Dapper Member

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    It depends on what you are trying to do. If you are trying to reshape passageways or something the only way would be to decompile and recompile the map, which as A Boojum Snark stated, is not worth the trouble.

    You can, however, edit the entities in the map extensively (resupply items, spawn points, props, etc). You can go so far as to make a CTF map into a CP map, or vice versa. You need EntEd (http://www.geocities.com/sysys/ented/) to do this. There was a tutorial on how to do it here: http://forums.tf2maps.net/showthread.php?t=623&highlight=ented. The nice thing about EntEd is it keeps the maps CRC hash so you only need to upload the altered copy of the map to the server since the server-side copy of a map override the clients, everyone will see the entity layout as they are on the servers map, without having to download a whole new bsp.
     
    Last edited: Sep 15, 2008