Daedalus' Forums

Home of the Bloodlines Revival Project
It is currently Sun Sep 05, 2010 7:33 pm

All times are UTC + 2 hours




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 11 posts ] 
Author Message
 Post subject: Vamp BSP Tools v 2.0 final
PostPosted: Wed Feb 10, 2010 2:50 pm 
Offline

Joined: Sun Jul 05, 2009 1:32 pm
Posts: 11
Image

Vamp BSP Tools v 2.0 final - The new version of its program to work with the map game Vampire: The Masquerade – Bloodlines.

The set of Vamp BSP Tools v 2.0 final include the following programs:

Compilers maps:
vbsp.exe - compiler maps
vrad.exe - compiler light
vvis.exe - optimizer vectorization

More tools:
vview.exe - viewer maps
bspzip.exe - program for packing and unpacking files sewn to the map
vbspinfo.exe - program to obtain information on the map

Compilers maps are fully compatible with the game Vampire: The Masquerade - Bloodlines, and allow you to create new maps

Download


Top
 Profile E-mail  
 
 Post subject: Re: Vamp BSP Tools v 2.0 final
PostPosted: Wed Feb 10, 2010 3:42 pm 
Offline
Site Admin
User avatar

Joined: Fri Feb 02, 2007 4:42 pm
Posts: 520
Location: Victoria, Australia
Thanks, I've downloaded this and will check it out.


Top
 Profile E-mail  
 
 Post subject: Re: Vamp BSP Tools v 2.0 final
PostPosted: Wed Feb 10, 2010 4:54 pm 
Offline

Joined: Sun Jul 05, 2009 1:32 pm
Posts: 11
Screens from compiled map

Image
Image
Image


Top
 Profile E-mail  
 
 Post subject: Re: Vamp BSP Tools v 2.0 final
PostPosted: Wed Feb 10, 2010 11:49 pm 
Offline
Site Admin
User avatar

Joined: Fri Feb 02, 2007 4:42 pm
Posts: 520
Location: Victoria, Australia
Nice work!

It looks like you got the lighting issues sorted ?

I haven't looked at it just yet, but I will soon.


Top
 Profile E-mail  
 
 Post subject: Re: Vamp BSP Tools v 2.0 final
PostPosted: Thu Feb 11, 2010 9:51 am 
Offline

Joined: Sun Jul 05, 2009 1:32 pm
Posts: 11
Yes, the compilation of lighting now works properly.


Top
 Profile E-mail  
 
 Post subject: Re: Vamp BSP Tools v 2.0 final
PostPosted: Fri Feb 12, 2010 12:15 pm 
Offline

Joined: Sun Jul 05, 2009 1:32 pm
Posts: 11
I added support ttz textures in the map editor "Hammer Editor"
Soon alfa version released VampreSDK.


Top
 Profile E-mail  
 
 Post subject: Re: Vamp BSP Tools v 2.0 final
PostPosted: Fri Feb 12, 2010 3:40 pm 
Offline
Site Admin
User avatar

Joined: Fri Feb 02, 2007 4:42 pm
Posts: 520
Location: Victoria, Australia
Awesome work!

This successfully compiles maps.

I haven't gotten models working yet, I suspect I just need to copy the models to where I run the compilation.

Attached is a screenshot of sm_apartment_1 (note no models!) and a text room I compiled.

Once I have everything worked out, I'll post details on how to get this working from Hammer.

I have it mostly working, but still a few kinks to work out.


Attachments:
test_vbsp0002.jpg
test_vbsp0002.jpg [ 107.57 KB | Viewed 53 times ]
sm_apartment_1_d0001.jpg
sm_apartment_1_d0001.jpg [ 93.47 KB | Viewed 90 times ]
Top
 Profile E-mail  
 
 Post subject: Re: Vamp BSP Tools v 2.0 final
PostPosted: Sat Feb 13, 2010 9:32 am 
Offline
Site Admin
User avatar

Joined: Fri Feb 02, 2007 4:42 pm
Posts: 520
Location: Victoria, Australia
I've run into a problem.

vbsp won't accept any of our models as static props.

I've identified a fix for it (based on the episode 1 version of vbsp.exe), but without the source code I can't do anything myself.

Additionally, prop_dynamic doesn't work either - the game console complains about something to do with using an "old" version of the specification - not sure how to go about fixing that.


Attachments:
File comment: Sample VMF file.
Compile using vbsp. If it can find your models, it will complain they're not compiled with $staticprop

bail_1_d.zip [16.8 KB]
Downloaded 18 times
Top
 Profile E-mail  
 
 Post subject: Re: Vamp BSP Tools v 2.0 final
PostPosted: Sun Feb 14, 2010 5:15 pm 
Offline
User avatar

Joined: Mon Jun 23, 2008 10:32 pm
Posts: 49
If fire64 could provide the source code or the structures that he reverse engineered, some of these issues can be addressed. Running the original game under debugger to reverse engineer it is cumbersome without knowing the important structures such as the bsp, model, and entity formats.

I believe it is possible to produce all of the necessary tools to run our own maps. By running our own versions of the same maps, we can further advance the tools that we write. Running test cases with these tools is an appropiate way to further advance the reverse engineering of this game.


Top
 Profile E-mail  
 
 Post subject: Re: Vamp BSP Tools v 2.0 final
PostPosted: Sun Feb 14, 2010 8:50 pm 
Offline

Joined: Sun Jul 05, 2009 1:32 pm
Posts: 11
Later on, I will publish the code VampireSDK.

Now, I released the code on the developer faces structure of valve site.

see my code dface_bsp17_t

and my structure header tth files

Code:
struct  tthhdr_t
{
    byte    id[4];
    byte    version;
    int    sizevtfhdr; // it is size vtf header (using for get vtf header offset)
};


Top
 Profile E-mail  
 
 Post subject: Re: Vamp BSP Tools v 2.0 final
PostPosted: Mon Feb 15, 2010 4:13 pm 
Offline
User avatar

Joined: Mon Jun 23, 2008 10:32 pm
Posts: 49
fire64 wrote:
Later on, I will publish the code VampireSDK.

Now, I released the code on the developer faces structure of valve site.

see my code dface_bsp17_t

and my structure header tth files

Code:
struct  tthhdr_t
{
    byte    id[4];
    byte    version;
    int    sizevtfhdr; // it is size vtf header (using for get vtf header offset)
};

Here is my version of the tth header:
Code:
struct tth_t
{
   char id[4] // "TTH" - Troika Texture Header
   unsigned char version[2]; // version[0] = 1 version[1] = 0, version = 1.0
   unsigned char offset;
   unsigned char flag;
   unsigned int ttzLength() // length of ttz file
   {
   return *((unsigned int *)((unsigned char*)this + (offset << 3) + 0x010));
   }

   unsigned int infLength() // length of inflated file
   {
   return *((unsigned int *)((unsigned char*)this + (offset << 3) + 0x0C));
   }

   unsigned int vtfoffset() // offset to Valve's vtf header
   {
   return  (offset << 3) + 0x014;
   }
};


Top
 Profile E-mail  
 
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 11 posts ] 

All times are UTC + 2 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group