Apr 25, 2015 It holds the materials and models folders that contain the textures and necessary files for the addon to appear. It is common to want to extract these files for use in other Source programs such as Source Filmmaker, or to modify the contents (with permission if you are planning on uploading them again, of course). Bsp2Wad v2 - Extract textures from a.bsp file. EntEd v2.0 RC0.2 - Entity Editor for.map and.bsp files. Supports entities for Quake, Quake2, and TeamFortress. Unless there is a way to package this into a bsp and have a client run it, no one else will see the textures in your map unless they also manually add it to their own config. Click to expand. Yea that's it.
Hi,for a while now I've been wanting to create a map for Wind Waker. So I want to copy the in-game maps and paste them together to form one big map. This is just for personal use, I do not intend to sell these maps or make my own game of it or anything.At first I wanted to do this by deciphering the files used for the maps. Using various tools made by community members I could extract the file resFmap.arc which contains a folder 'fm' with 49 files in it. The Zelda sea map is 7x7 tiles which is 49 so this makes sense. However, I have no idea what format the files are in, and if they contain just one map or also the two zoomed-in versions.So I thought I'd take an other approach: use Dolphin.
Extract Textures From A Map .bsp Free
Dolphin can export textures, but this doesn't really work for me. At least, I think so. The exported textures have a black background with red islands on it. The in-game maps are beige with a dark-brown border.So, I figured I try a third approach: dig into the source and see what I can find. This was a pretty big disappointment My knowledge of C is limited, and couldn't find what I was looking for (in CoreVideoCommonSrcTextureDecoder.cpp)So, to wrap up a long story: I would like to know if anyone here can point me into the right direction.For example, is it possible to put a 'break point' or something on a file instead of a memory address? That way I can check if those files get loaded when you view the map (unless it's all loaded when the game is booted)Thanks in advance for your help.
Extract Textures From A Map .bsp California
(, 06:05 AM)gcp111 Wrote: Uhh, I highly doubt it's possible with stock Dolphin, but you could try to edit the code where it saves the texture to file, check if it's the filename you want, and do a PanicAlert or something.I doubt that will work. My guess is that the texture is already loaded in memory when you extract them. But if nothing else works I might try this(, 06:16 AM)Daco Wrote: about the breakpointsrun dolphin with /d as parameterI know about that but that only lets you set breakpoints on memory addresses, not on files.(, 07:22 AM)NexXxus Wrote: what do you want? 3D maps?i had an extractor and viewer somewhere, well. Before HDD crash ^^try google.No, not 3D maps (although that might be a nice idea as well) but just 2D maps. I know about the extractor, like I said I think it's the files in resFmap.arc but when I extract that file, I get 49 unknown files that I don't know what to do with. They are not BTI files, which are used for many textures in WW.The files start with the following characters, if that is any help to anyone:0x02 0x02 0x00 0x64 0x00 0x64.