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BSP Entity Edit 1.0.2

   (1 review)

1 Screenshot

About This File

Description: This is an id tech 3 bsp entity editor. It can render opened bsp files with vertex colors, you can pick entities in the render with a simple click, you can edit the entity string, you can save the bsp file afterwards or choose to save as .ent file instead. The preview is updated when you click the button under the viewport.

 

Credits: illwieckz for some lines of code, Jon Wright for pyopengltk, Insidious for his simple text editor tutorial

Source: https://github.com/SomaZ/BSP-Entity-Edit

Viewport Controlls:
W - Move camera forward
A - Move camera to the left
S - Move camera backwards
D - Move camera to the right
SPACE - Move camera upwards
C - Move camera downwards
LMC - Select Object under the cursor
RMC Hold and Drag - Rotate view
Mouse Scrolling - Move camera forwards or backwards
H - Hide currently selected entity
Alt-H - Unhide all entities
ESC - Deselect entity


* How to install *
I build an exe for ease of use. It's build via pyinstaller with following command:

pyinstaller --noconfirm --onefile --windowed --name "BSP Entity Edit" --add-data "C:/Users/.../Desktop/BspEntityEdit/pyidtech3lib;pyidtech3lib/" --hidden-import "numpy" --hidden-import "ctypes" --hidden-import "pyopengltk" --add-data "C:/Users/.../Desktop/BspEntityEdit/edit_menu.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/file_menu.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/format_menu.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/help_menu.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/ogl_fbo.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/ogl_frame.py;." --add-data "C:/Users/.../Desktop/BspEntityEdit/ogl_objects.py;."  "C:/Users/.../Desktop/BspEntityEdit/main.py"

I included the full source code, so you can build it yourself or run it in your python environment of your choice. You need to install following packages to run the code: numpy, ctypes, pyopengltk
Tk must be installed too, but usually it's part of the standard python install
You can run the code afterwards with:

python main.py


Supported games (or at least tested game bsp files):
Star Wars Jedi Outcast
Star Wars Jedi Academy
Star Trek Elite Force
Quake 3
Xonotic

 

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


What's New in Version 1.0.2

Released

Update 06/26/2023:
- Fixed a major bug that altered patch meshes in saved bsp files
- Smaller file size thanks to upx-4.0.2 packing


User Feedback

Recommended Comments

Circa

Posted

That is really cool, I might have to take it for a spin soon for one of my projects.

SomaZ likes this
RobiWanKen0bi

Posted

Trying to run BSP Entity Edit.exe

"Operation did not complete successfully because the file contains a virus or potentially unwanted software."

Windows Defender deleted it afterwards.

SomaZ

Posted

1 hour ago, RobiWanKen0bi said:

Trying to run BSP Entity Edit.exe

"Operation did not complete successfully because the file contains a virus or potentially unwanted software."

Windows Defender deleted it afterwards.

Yea, unfortunately this is quite common with packed python software. Hence the describtion to build it yourself or run it in a python environment. Windows Defender usually flags all software that hasn't been submitted to them as malicious. I can assure you that the part that I've written doesnt contain any malicious code. I also looked into the pyopengltk code which is also fine. The other librarys I used (numpy and ctypes) are incredibly common in python dev and they are used aross thousands of project. This gives me great confidence in saying that the .exe I build is not a virus. I will look into getting in touch with Microsoft to make Defender like the provided .exe.

Sorry for the inconvenience

RobiWanKen0bi likes this
Minoda

Posted

This is going to be a game changer for some people! Looking forward to giving this a whirl! Great work!

SomaZ likes this
RobiWanKen0bi

Posted

Okay, so I managed to make it work with the exe file. What I've noticed that the colors are mostly all black and white. Even if the maps are unpacked from the .pk3 and with the textures too. Tried this with a couple of maps so far.

EDIT: And the following commands sometimes don't work:

Viewport Controlls:
W - Move camera forward
A - Move camera to the left
S - Move camera backwards
D - Move camera to the right
C - Move camera downwards

All in all this is a great tool. Thank you for making it! 😄

bsp preview.png

SomaZ likes this
mjt

Posted

6 hours ago, RobiWanKen0bi said:

Okay, so I managed to make it work with the exe file. What I've noticed that the colors are mostly all black and white.

If the map uses lightmaps and suppressed calculation of vertex lights on compile, you'll only get white everywhere

RobiWanKen0bi likes this
SomaZ

Posted

18 hours ago, RobiWanKen0bi said:

Okay, so I managed to make it work with the exe file. What I've noticed that the colors are mostly all black and white. Even if the maps are unpacked from the .pk3 and with the textures too. Tried this with a couple of maps so far.

EDIT: And the following commands sometimes don't work:

Viewport Controlls:
W - Move camera forward
A - Move camera to the left
S - Move camera backwards
D - Move camera to the right
C - Move camera downwards

All in all this is a great tool. Thank you for making it! 😄

bsp preview.png

Yea, the tool doesn't load textures at all. Tried to keep it as simple as possible, for the sake of load and rendering times. I'll add some kind of shading so one can see the different surfaces without a light compile in the next version. I'll also look into the camera controls. Wrote the tool in 5 days, so it's a bit rushed.

Thanks for the feedback

RobiWanKen0bi likes this
RobiWanKen0bi

Posted

Glad to be of service. Good luck with the update! 😄

Blue

Posted

Wow, this is awesome, it makes ent-modding way easier now. Would have been useful for my project I was working on last year. I got burned out on it, but I might have to come back to it now! 
I hope you continue to work on this, being able to see entities selected, and move them around in the viewport like GtkRadiant, would make things super smooth.

SomaZ likes this
PierceDoughty

Posted

Thank you this is a great modding tool weith it I was able to come up with some NPCs on multiplayer maps I made a video of it playing NPCs on multiplayer maps.

I was able to change some NPCs on certain Maps.

SomaZ

Posted

On 6/12/2023 at 6:18 PM, RobiWanKen0bi said:

Glad to be of service. Good luck with the update! 😄

The new update should fix most of your problems, like some shading for unlit maps and a reworked camera control implementation.

RobiWanKen0bi likes this
RobiWanKen0bi

Posted

Hey, the new update looks better. The movement commands are now smoother. This tool really helped me to easily make changes to maps and I really have fun using it. However it sometimes messes up parts of the map for some reason and I hope you can find a solution for it. As you can see in the images that I'm doing modifications to the Dark Forces 2 maps and sometimes it messes up the location of the spawn point of characters - they spawn lower than they should (in the floor). And sometimes it messes up the location of the map objects - the rocks in the valley of jedi appear to be floating now and they can't be modified directly in the Bsp editor, so I'm sure I didn't mess it up. Can you please look into this?

shot0002.jpg

shot0001.jpg

SomaZ likes this
SomaZ

Posted

20 hours ago, RobiWanKen0bi said:

Hey, the new update looks better. The movement commands are now smoother. This tool really helped me to easily make changes to maps and I really have fun using it. However it sometimes messes up parts of the map for some reason and I hope you can find a solution for it. As you can see in the images that I'm doing modifications to the Dark Forces 2 maps and sometimes it messes up the location of the spawn point of characters - they spawn lower than they should (in the floor). And sometimes it messes up the location of the map objects - the rocks in the valley of jedi appear to be floating now and they can't be modified directly in the Bsp editor, so I'm sure I didn't mess it up. Can you please look into this?

shot0002.jpg

shot0001.jpg

Found a major bug thanks to you. All patch meshes are altered on save, sorry for that. This needs fixing asap. Will work on this the next days

RobiWanKen0bi likes this

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