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[Tutorial] Dumping Script Entities from Map into Radiant

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Created 10 years ago
by SparkyMcSparks
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Edited by smasher248: Added download thanks to cpt_johnson1
drive.google.com

 
 
This is purely for educational purposes, as you can't get geo.
 
 
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
Last Edit: November 24, 2021, 10:21:54 pm by smasher248
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Now to get someone else to do geo.

Edit: Oh shiet through GSC? Some intricate shit bruh. +cookie
Last Edit: June 06, 2014, 06:01:26 am by DidUknowiPwn
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Updated download to 1.1

Now does vehicle nodes, action nodes, textures triggers, and really does structs now.
Screenshot has been updated.

Post Merge: June 06, 2014, 11:36:24 pm
Updated to v1.2

- Dumps script_brushmodels


Technically now decompiles geo, depending on how you look at it.  :troll:
Last Edit: June 06, 2014, 11:36:24 pm by SparkyMcSparks
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Now to get someone else to do geo.

Edit: Oh shiet through GSC? Some intricate shit bruh. +cookie
that statement is worrying
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Shouldn't the topic be called Dumping script entities? This isn't decompiling...
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Sensational headlines sell. Works for the news / media.  :troll:

 
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