CS into DOD


Hudson
08-07-2003, 10:41 AM
I want to bring some fun CS maps like rats and similar maps over to DOD, how can I do this? I know its possible, because I have seen the map dod_dust_v1 (think it was for 3.1 though, anyone know of a 1.0 version?), so Im wondering how i can do this, thnx in advance.

ygor
08-07-2003, 10:44 AM
i think its just decompile and change the cs entities to dod ent

TheNomad
08-07-2003, 10:47 AM
no offence, but I wouldnt like to see dod maps stoop as low as cs maps, if u want small fun dod maps, check out the small map pack :D

Hudson
08-07-2003, 10:49 AM
okay well how do i decompile it then

Mythic_Kruger
08-07-2003, 10:55 AM
Read the Mappin FAQ. Xerent wrote some interestings things about it.

Hudson
08-07-2003, 11:01 AM
ok i got this win BSP program, i go to convert the map, i choose .map format, and i dont select any of the map options, i decompile it, open it in hammer, it doesent havnt any textures which i expected, but i cant seem to texture anything myself, when i do it just prodces a solid color, any ideas?

Hudson
08-07-2003, 11:37 AM
ok i figured it out never mind, but damn that decompiler is awful

Kamikazi!
08-07-2003, 12:07 PM
Decompile the ent file from it with ripent.exe (comes with latest zhlt) and replace the info_player_start and info_player_deathmatch with info_player_allies and info_player_axis. You can also add info_doddetect with the properties you want. Then import it back into the bsp.

Get permission from map author before doing this.

Sarge0087
08-07-2003, 12:07 PM
Also, the dod player models are bigger than the cs models, so you might not be able to fit into certain areas.

RPGreg2600
08-07-2003, 12:57 PM
Originally posted by Kamikazi!
Decompile the ent file from it with ripent.exe (comes with latest zhlt) and replace the info_player_start and info_player_deathmatch with info_player_allies and info_player_axis. You can also add info_doddetect with the properties you want. Then import it back into the bsp.

Get permission from map author before doing this.

^^^he should know, he's the guy who made DoD_dust ;) ^^^


By the way, where ya been kami? Haven't seen ya post in a LONG time!

Kamikazi!
08-07-2003, 02:43 PM
Currently busy with something that will be unveiled soon. I'm sure the whole mapping forum will like it.

Faceman
08-07-2003, 03:51 PM
I like the sound of that.

redfalcon
08-07-2003, 04:07 PM
seg 1,000,005 is it? i can't remember what number we're at.

08-07-2003, 06:26 PM
seg_l337 hopefully :(

08-07-2003, 06:28 PM
which map was that?

TheNomad
08-07-2003, 07:20 PM
i beleive Xerent made the dod_dust maps, so u better ask him.

Kamikazi!
08-08-2003, 08:10 AM
Originally posted by TheNomad
i beleive Xerent made the dod_dust maps, so u better ask him.

He remade them from scratch, I simply converted the actual de_dust to dod.

Gooofy
04-13-2004, 12:08 PM
Where are the instructions for exporting, editing and importing back these entities???

Colonel Forbin
04-13-2004, 09:50 PM
or you could probably just use botman's stripper tool and do it without decompiling

Faceman
04-14-2004, 12:10 AM
Or what map was Kami working on?

Absolut Vodka
04-14-2004, 03:48 AM
I think he's working on a new map, something to do with a cathedral... i saw a small preview somewhere... whatever it was it looked extremely nice...

Howitzer
04-14-2004, 06:51 AM
Originally posted by Absolut Vodka
I think he's working on a new map, something to do with a cathedral... i saw a small preview somewhere... whatever it was it looked extremely nice...

dod_kampf?

Maj.Malfunction
04-14-2004, 06:58 AM
Yes, Stripper is probably the easiest way to do it.

As a goof, we took The Simpsons CS map and made it playable in DoD. We added 7 flags, including some multicaps at the Monorail and Jebediah Springfield's statue. You can even ride Blinky the 3 Eyed Fish in the sewer system. We just Stripped in the spawn areas, flags, cap sounds, and end of round stuff. It was a lot of fun.

Being a big Simpsons fan, this was about the only reason we did this. I really don't know if any CS maps are worthy or easy enough to play in DoD.

Mythic_Kruger
04-14-2004, 12:41 PM
Why not convert dod maps towards cs instead :D

||held||bOnd
04-16-2004, 08:34 PM
did i hear some of seg4? :confused: :confused: :confused: :D

omg PLS ;) i love Seg3 it was my favorit on dod long time ago.

Craftos
04-19-2004, 12:43 AM
Kamikazi! posted few Seg4 pics few months ago but it seems that he won't finish it for some reasons.

Colonel Forbin
04-19-2004, 12:49 PM
Originally posted by Maj.Malfunction
Yes, Stripper is probably the easiest way to do it.

As a goof, we took The Simpsons CS map and made it playable in DoD. We added 7 flags, including some multicaps at the Monorail and Jebediah Springfield's statue. You can even ride Blinky the 3 Eyed Fish in the sewer system. We just Stripped in the spawn areas, flags, cap sounds, and end of round stuff. It was a lot of fun.

Being a big Simpsons fan, this was about the only reason we did this. I really don't know if any CS maps are worthy or easy enough to play in DoD. I wouldn't mind that strip file actualy, that's a great map, and I'm interested in the cap zone creation, I've only seen normal instacaps created with stripper.

Not all CS maps would match up well, but I think a few would work really well. Only problem is that they're very "clean" maps, whereas DOD maps allways have rubble and stuff. What's that official map that's dark and stormy, maybe de_storm or de_thunder? I think that one would be decent.

The main problem you'd have would be finding ways to place spawns that didn't intefere with the gameplay, since alot of CS maps have spawn areas that should be walked through.

But really, there are alot more CS maps out there, and while the dod community was still amazed at maps like dod_omaha, CS was getting mapping art. So the supply of maps isn't all dust and iceworld, there is some great potential.

If someone wants to compile a list of CS maps they'd like to see in dod, maybe outline what kind of flags/objectives you'd like to see I might be interested in writting up the strip files. Keep in mind stripper only adds and removes entities, so we can't change brushes.

Maj.Malfunction
04-19-2004, 03:00 PM
This is what we were using as a stripper config file called de_simpsons_str.cfg. Make sure to listen at the Monorail flag. It plays the Monorail Song from the infamous epidode where Springfield decides to spend its money on the anitquated and used monorail from teh 1964 Worlds Fair.

Complements of Fractal. If you use AMX plugins, you will see that he's written a ton of the commonly used ones.

Enjoy!!



[strip]
info_player_deathmatch
info_player_start
info_bomb_target
infodecal

[add]
//add para classes
{
classname/info_doddetect
detect_allies_infinite/1
detect_axis_infinite/1
detect_axis_paras/1
detect_allies_paras/1
origin/932 2512 2876
}

//add player_start & observer
{
classname/info_player_start
angles/0 300 0
origin/168 1414 -216
}
{
classname/info_player_observer
angles/0 300 0
origin/180 1478 -368
}

//add flags
{
classname/dod_control_point
point_name/Simpsons House
point_pointvalue/1
point_points_for_cap/3
point_allies_model/models/w_aflag.mdl
point_axis_model/models/w_gflag.mdl
point_reset_model/models/w_wflag.mdl
point_axis_capsound/ambience/gerobjectivesecure.wav
point_allies_capsound/ambience/usobjectivesecure.wav
angles/0 180 0
point_index/1
point_win_string/%p captured the %n for the %t
visible/1
origin/278 -922 -581
}

{
classname/dod_control_point
targetname/cap_monorail
point_name/Monorail
point_pointvalue/1
point_points_for_cap/3
point_allies_model/models/w_aflag_turned.mdl
point_axis_model/models/w_gflag_turned.mdl
point_reset_model/models/w_wflag_turned.mdl
point_axis_capsound/ambience/axiscap.wav
point_allies_capsound/ambience/usareasecure.wav
angles/0 270 35
point_index/2
point_can_allies_touch/1
point_can_axis_touch/1
point_win_string/%p captured the %n for the %t
visible/1
origin/430 -144 -500
}
{
classname/dod_capture_area
area_allies_cancap/1
area_axis_cancap/1
area_allies_numcap/2
area_axis_numcap/2
area_time_to_cap/4
area_hud_sprite/sprites/mapsprites/caparea.spr
target/cap_monorail
origin/592 -143 -639
model/*107
}

{
classname/dod_control_point
point_name/Town Square
point_pointvalue/1
point_points_for_cap/3
point_allies_model/models/w_aflag.mdl
point_axis_model/models/w_gflag.mdl
point_reset_model/models/w_wflag.mdl
point_axis_capsound/ambience/gerobjectivesecure.wav
point_allies_capsound/ambience/usobjectivesecure.wav
point_win_string/%p captured the %n for the %t
visible/1
angles/0 0 0
point_index/3
origin/891 1167 -593
}

{
classname/dod_control_point
point_name/Loading Docks
point_pointvalue/1
point_points_for_cap/3
point_allies_model/models/w_aflag.mdl
point_axis_model/models/w_gflag.mdl
point_reset_model/models/w_wflag.mdl
point_axis_capsound/ambience/gerobjectivesecure.wav
point_allies_capsound/ambience/usobjectivesecure.wav
point_win_string/%p captured the %n for the %t
visible/1
angles/0 0 0
point_index/4
origin/-992 728 -593
}

{
classname/dod_control_point
point_name/Coolant Room
point_pointvalue/1
point_points_for_cap/3
point_allies_model/models/w_aflag_turned.mdl
point_axis_model/models/w_gflag_turned.mdl
point_reset_model/models/w_wflag_turned.mdl
point_axis_capsound/ambience/gerobjectivesecure.wav
point_allies_capsound/ambience/usobjectivesecure.wav
point_win_string/%p captured the %n for the %t
visible/1
angles/0 0 45
point_index/5
origin/-1705 -235 -657
}

{
classname/dod_control_point
point_name/Mr. Burns' Office
point_pointvalue/1
point_points_for_cap/3
point_allies_model/models/w_aflag.mdl
point_axis_model/models/w_gflag.mdl
point_reset_model/models/w_wflag.mdl
point_axis_capsound/ambience/gerobjectivesecure.wav
point_allies_capsound/ambience/usobjectivesecure.wav
point_win_string/%p captured %n for the %t
visible/1
angles/0 0 0
point_index/6
origin/-1616 -622 -561
}

{
classname/dod_control_point
point_name/Reactor Room
point_pointvalue/1
point_points_for_cap/3
point_allies_model/models/w_aflag.mdl
point_axis_model/models/w_gflag.mdl
point_reset_model/models/w_wflag.mdl
point_axis_capsound/ambience/gerobjectivesecure.wav
point_allies_capsound/ambience/usobjectivesecure.wav
point_win_string/%p captured the %n for the %t
visible/1
angles/0 0 0
point_index/7
origin/-1280 -2007 -593
}

{
classname/dod_score_ent
targetname/axis_win
team/2
message/The Axis forces have captured Springfield! Doh!
score_points/20
score_resetitemtime/6
score_resetplayerstime/6
score_nextmapdelay/6
origin/702 1153 -16
}
{
classname/dod_score_ent
targetname/allies_win
team/1
message/The Allies have saved Springfield! Woohoo!
score_points/20
score_resetitemtime/6
score_resetplayerstime/6
score_nextmapdelay/6
origin/314 -1701 -143
}

{
classname/dod_control_point_master
targetname/allies_win
point_give_delay_time/20
allies_capture_target/allies_win
axis_capture_target/axis_win
origin/702 1153 -100
}

//allied spawn message
{
classname/trigger_multiple
target/allied-spawntext
style/32
wait/0
teamonly/2
origin/484 -1986 -422
bbox_min/-665 -559 -163
bbox_max/665 559 163
}
{
classname/game_text
spawnflags/32
targetname/allied-spawntext
x/-1
y/-1
color/255 0 0
color2/255 0 0
fadein/0
fadeout/0
holdtime/1
fxtime/0.25
channel/1
message/This is the Allied spawn area - DON'T CAMP!!
origin/665 -1986 -442
}

//axis spawn message
{
classname/trigger_multiple
target/axis-spawntext
style/32
wait/0
teamonly/1
origin/339 1987 -438
bbox_min/-302 -202 -155
bbox_max/302 202 155
}
{
classname/trigger_multiple
target/axis-spawntext
style/32
wait/0
teamonly/1
origin/-33 1802 -438
bbox_min/-70 -387 -155
bbox_max/70 387 155
}
{
classname/game_text
spawnflags/16
targetname/axis-spawntext
x/-1
y/-1
color/255 0 0
color2/255 0 0
fadein/0
fadeout/0
holdtime/1
fxtime/0.25
channel/1
message/This is the Axis spawn area - DON'T CAMP!!
origin/339 1987 -458
}

//add spawns
{
classname/info_player_axis
angles/0 90 0
origin/228 2042 -561
}
{
classname/info_player_axis
angles/0 270 0
origin/259 2179 -561
}
{
classname/info_player_axis
angles/0 270 0
origin/391 2176 -561
}
{
classname/info_player_axis
angles/0 270 0
origin/328 2168 -561
}
{
classname/info_player_axis
angles/0 90 0
origin/341 1997 -561
}
{
classname/info_player_axis
angles/0 90 0
origin/444 1956 -561
}
{
classname/info_player_axis
angles/0 270 0
origin/121 2177 -561
}
{
classname/info_player_axis
angles/0 90 0
origin/115 2075 -561
}
{
classname/info_player_axis
angles/0 90 0
origin/295 2077 -561
}
{
classname/info_player_axis
angles/0 270 0
origin/-28 2174 -561
}
{
classname/info_player_axis
angles/0 270 0
origin/50 2171 -561
}
{
classname/info_player_axis
angles/0 270 0
origin/29 2029 -561
}
{
classname/info_player_axis
angles/0 270 0
origin/-26 1964 -561
}
{
classname/info_player_axis
angles/0 270 0
origin/27 1852 -561
}
{
classname/info_player_axis
angles/0 90 0
origin/-116 1739 -561
}
{
classname/info_player_axis
angles/0 270 0
origin/34 1691 -561
}
{
classname/info_player_axis
angles/0 90 0
origin/34 1418 -561
}
{
classname/info_player_allies
angles/0 270 0
origin/224 -1476 -553
}
{
classname/info_player_allies
angles/0 270 0
origin/312 -1436 -527
}
{
classname/info_player_allies
angles/0 270 0
origin/388 -1439 -553
}
{
classname/info_player_allies
angles/0 270 0
origin/643 -1435 -553
}
{
classname/info_player_allies
angles/0 270 0
origin/314 -1509 -553
}
{
classname/info_player_allies
angles/0 270 0
origin/381 -1514 -553
}
{
classname/info_player_allies
angles/0 270 0
origin/444 -1517 -553
}
{
classname/info_player_allies
angles/0 270 0
origin/224 -1548 -553
}
{
classname/info_player_allies
angles/0 270 0
origin/135 -1511 -553
}
{
classname/info_player_allies
angles/0 270 0
origin/73 -1502 -553
}
{
classname/info_player_allies
angles/0 270 0
origin/153 -1614 -553
}
{
classname/info_player_allies
angles/0 90 0
origin/374 -2207 -553
}
{
classname/info_player_allies
angles/0 90 0
origin/372 -2374 -553
}
{
classname/info_player_allies
angles/0 90 0
origin/-50 -2539 -553
}
{
classname/info_player_allies
angles/0 90 0
origin/795 -1805 -540
}
{
classname/info_player_allies
angles/0 90 0
origin/837 -2375 -553
}
{
classname/info_player_allies
angles/0 90 0
origin/1081 -2463 -553
}

Colonel Forbin
04-19-2004, 09:24 PM
oh, you used the model from the monorail song trigger, and didn't create your own. Damn, I was hoping there was a way to create one from scratch.

Thanks though, I love the map, and it's shown me what to remove from de_ maps.

Sly Assassin
04-20-2004, 02:20 AM
Some maps I'd like to see from cs into dod would be cs_havana, de_cheateu and de_piranesi, though I'd want them redone totally with rubble and dod models etc etc added in. Those three maps tend to look similar to dod maps as in they have some detroyed areas in them (dod has alot yummy ;) )

CptMuppet
04-22-2004, 02:11 PM
You'd need to completey remake the maps from scratch to do that!

I didn't know when converting CS maps to DOD you could increase the number of entities - I thought that might f**k things up in the BSP.

Colonel Forbin
04-22-2004, 04:36 PM
nope, you can increase entities, and remove the use of existing entities with stripper.

CptMuppet
04-24-2004, 02:56 PM
I see, I just read up on Stripper - its another one of those server mod things; which I presume works in a similar way to how Warcraft works in Counter Strike. The entities seem to be stored outside of the BSP. Not for me to worry about - server admins maybe.

On the subject, you don't see many DOD servers running modded versions of DOD (although I did go on a custom map server where the models all glowed.... Quake 3 Quad Damage style).

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.