decompiling / porting 1.6 maps

04/06/2017 17:40
Page 1 of 1
Cobrex mapper Tournament #204/06/2017 17:40

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

ikote04/06/2017 18:06

What map do you want to decompile?

Twize[k]04/06/2017 20:44

https://xtreme-jumps.eu/e107_plugins/forum/forum_viewtopic.php?364234

KarLi mapper04/06/2017 21:47

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

Twize[k]04/06/2017 22:55(edited 04/06/2017 22:57)

you high? cobrex didnt ask bsp he wants something better than winbspc to decompile maps

KarLi mapper04/06/2017 23:21(edited 04/06/2017 23:22)

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 ikote
What map do you want to decompile?


ps yes i thought you were asking Lol.

dEMolite mapper05/06/2017 00:17

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.

FuZzy1 mapper05/06/2017 07:20

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.

FAME05/06/2017 07:44

Is there any specific reason why decompiled maps don't have clip brushes?

FuZzy1 mapper05/06/2017 08:07

No idea why, and yes is kind of annoying it doesn't...

dEMolite mapper05/06/2017 17:03

Originally posted by FAME
Is 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.

spr1n mapper05/06/2017 21:31(edited 05/06/2017 21:46)

Originally posted by FAME
Is 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.

FAME06/06/2017 01:22

Alright, thanks guys!

Page 1 of 1

Please log in to post replies.