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How to use Sparky's entity dump?

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Created 11 years ago
by ProRevenge
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Ok I found this after someone suggested it to me to recover the lost entities in my map, however after downloading it the readme is extremely unclear, specifically what file to put where?
I would have posted on its topic, but it is over a year old so posting here will more likely get me a reply.

The Readme looks like this:

Code Snippet
Plaintext
Call of Duty Map Entity Decompiling v1.0
by Alex "SparkyMcsparks" Romo

How It Works
------------
It grabs all the entities, structs, and nodes in a map by script and spits them out into a .MAP that can be read by Radiant.

This does not decompile geo, nor generate script_brushmodels.


How To Use It
----------------
You'll need to be running +set developer 2, +set developer_script 1, and +set logfile 1 (or 2)

You can either just run the mod because IWD is included, or build MapEntityDump mod IWD manually.

Run any SP or Zombies map.

After a few seconds you'll see in console all the entities in the map being printed out.
NOTE: You'll be sitting at a black screen, this is intended. It stops the game from running any game mode sripts.
NOTE: Ignore any Script Runtime Errors about FX, I'll try to address this in the future.

Once it's done, go into the <root>/mods/MapEntityDump folder and look in console.log

Search for "iwmap4" as this is where the dump starts at.
Select everything down until the end where you see the success message "Map entities saved ( see console.log for info ) "

Copy and paste this into a .MAP
You may want to do some cleanup.
Search for "dvar set cl_network_warning 0"
Replace with empty strings.

Now open the .MAP in Radiant.


What Is Modified
----------------
_createmenu.gsc
_debug.gsc
     I just renamed calls of NewDebugHudElem() to NewHudElem() since the former isn't available in the public game.
     If you run the game with the developer dvars and encounter looping Script Runtime Errors in this script, it's likely because of NewDebugHudElem() calls.

_load.gsc
     Call the dump script on every map.
     
_dump.gsc
     Script that will grab everything and dump it into a .MAP format.

_utility.gsc
     Changed file prints to write to the logfile.


Misc
----
This was written and tested in Call of Duty: World at War, but may work in other Call of Duty titles if you take the _dump.gsc

Triggers == 64x64x64 Brushes.
Script_Brusmodels == 32x32x32 Brushes. Default to Brown Case texture unless it's part of a specified system.

Triggers + Script_Brushmodels are temp and not reflective of actual size as you can't get that information from script side.


Log
---
v1.2 (6/6/2014 3:24:07 PM): Dump Script_Brushmodels

v1.1 (6/6/2014 1:42:25 AM): Dump Action Nodes + Vehicle Nodes + Structs + Texture Triggers Appropriately

v1.0 (6/5/2014 7:55:21 PM): Dump Entities + Nodes + Triggers

The files I have are:
common_scripts
maps
MapEntityDump.files
MapEntityDump.IWD

Can anyone help me to run this on my compiled map?
Marked as best answer by ProRevenge 11 years ago
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OnionmanVere Bo21
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Aye mate you don't know me so y don't you shut tf up ok buddy :)

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Just put the IWD in your Mods folder (in AppData), run your map with the commands listed above before launch (can be set in Launcher), wait a minute and console.log should output it, then it's a case of following the Read Me for finding where in the log is the map. :)
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Location: gbEast Midlands
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That worked, thanks a lot :)

 
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