decompiling / porting 1.6 maps
Yo guys,
Programs like winbspc can't handle a >medium sized map, since it crashes instantly. What's the best way to decompile maps in order for 'em to be functional (even if without the entities, just brushes)?? TY
ps: looking forward to port some maps to kzgo
What map do you want to decompile?
https://xtreme-jumps.eu/e107_plugins/forum/forum_viewtopic.php?364234
Originally posted by Twize[k]
https://xtreme-jumps.eu/e107_plugins/forum/forum_viewtopic.php?364234
he asked which map ? :D can u give .bsp etc
you high? cobrex didnt ask bsp he wants something better than winbspc to decompile maps
Originally posted by Twize[k]
you high? cobrex didnt ask bsp he wants something better than winbspc to decompile maps
i didnt quote Cobrex mate, i quoted this guy:
Originally posted by ikoteWhat map do you want to decompile?
ps yes i thought you were asking Lol.
try bspviewer with export to 3ds.
then try to load up the 3ds file into google sketchup if that works get the sketchup source plugins and save it as map or that new mapfile.
mbspc is the best decompiler at the moment, worked on every map I tried. Doesn't do very well if the map has many complex vertex brushes, like mountains. For the most part of the maps you can fix all the brush errors in 1-2 hours and get a 99% similar rmf to the original.
Is there any specific reason why decompiled maps don't have clip brushes?
No idea why, and yes is kind of annoying it doesn't...
Originally posted by FAMEIs there any specific reason why decompiled maps don't have clip brushes?
Well the reason is the goldsrc bsptree doesn't save enough information in it like source.
In source the bsptree quite differs from goldsrc and stores alot more information like special textures and co.
Originally posted by FAMEIs there any specific reason why decompiled maps don't have clip brushes?
dEMolite partially answered this question, but to be precise goldsource BSP file simply does not save geometry information about CLIP brushes (and some other stuff) during compilation. The reason for that is there are separate layers of CLIPHULL data in BSP (3 of those iirc), that describe the whole collision structure in a map, basically to define where players/entities can't go, how players/entities interact with walls and all solid surfaces etc. CLIP information is saved directly into CLIPHULL matrix and never used elsewhere. Decompilers only extract simple geometry.
Alright, thanks guys!
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