RIPENT 101 By: Mrfranswa Since making multiple difficulties, random monster placement, and random items takes a HUUUUGGGGEEEE ammount of entities, I am including ripents to make the experience of reo1 more fun for everyone! Q: What is a RIPENT? A: RIPENT is a program you use to extract the entity file from your BSP, (aka the map), into a text form. Then, you can edit it, destract it back into the BSP, and make the map essencially unique! Q: Won't that make my map incompatable with others? A: NOPE! That's the beauty of it. Nobody needs to download anything, (unless you add custom models or something to your map!) Q: How do I do this?! A: First, move the BSP into the folder, (lets just make it the REO1Ripents folder for now. Then, you go into command prompt, (generally in your start menu under accessories), and go to the folder containing the entity files, and the BSP. Next, type this in; ripent -export reo1 This will create a file called reo1.ent. THIS IS THE ENTITY FILE FOR THE BSP! Rename it whatever for now, and rename the .ent file you want to import reo1.ent. YOU MUST NAME IT THE SAME AS THE BSP OR IT WON'T IMPORT! Also, it's best to rename the old ent file so you don't, "overwrite", the old entity file and losing it. Then, in command prompt, type this in; ripent -import reo1 After it does its thing, move the reo1.BSP file back into your maps folder! THAT'S IT! SIMPLE EH?! Q: I ripented, however I'm still playing the same map as before?! It didn't work! A: The thing about ripents, is that they are SERVER SIDE ONLY! This means that everyone plays the SERVER'S BSP! To play your ripented version of reo1, you must create your own server. HOW TO EDIT .ent FILES----------------------------- First off, if you are unexperienced with this, I ADVISE YOU DON'T DO IT! Simply open up the .ent file with wordpad, notepad, or whatever, search for the entity, (best to use the search toolbar), and edit it accordingly. You can also add entities this way. There are multiple ways to figure out where in HL to place the entities, however if you don't know how to do this, (be it using a map decompiler, using the coordinates in HL's console, or what have you), then I'm not going to explain it. It's very complicated, and would take a while to do it. After you edit the .ent file, SAVE NOT SAVE AS!. This will keep it as an .ent file and not a .txt file. Then simply import it into the bsp and have fun!