Map porting guide ( entity modding )

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Will format and tidy this up later. Currently rough draft that I typed up for others.

open .bsp file in text editor, I use ++
ctrl + f and search worldspawn
this will jump you to the entity section
then you need to copy all entity data to an empty text file
you should look a bit above the worldspawn and find where the map gibberish ends and you have the first {, indicating the start of the entity section
sometimes this initial open curly bracket is at the end of the last line of the gibberish, so you need to scroll all the way to the right
then you select from that { to the very last } at the end, this one is easier to find
once this is copied to the empty text file, rename it to mapname.ent
it must match the bsp file name
but with different extension
now to actually entity swap things around
edit the ent file in your text editor
you can change existing entities or add new ones, though for fewer errors I recommend trying to keep new additions or reductions to a minimum
e.g. if you want to disable an entity, change its classname to info_null (this will make it do nothing regardless of parameters) instead of deleting outright
but yeah you just write in new entities like this
Once you're done, you can swap the original set of entities with yours by placing the original .bsp and the .ent file in your netradiant directory
place this .bat file there too
edit it so it points to your new .ent file
it will overwrite the .bsp you placed with the edited one
Sometimes there may be errors, e.g. lights broken, portals/doors all white. This can be fixed by changing the order of the entities around. For example, writing the new entities around other entities with close origins
 
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