Hi. As the subject says, I need help recovering my map, named "derr_first". The problem is, I re-installed my Elite Force to get RPG-X to work, and I shift-deleted my EF file in doing so (to make room for the saved copy on my bro's external hard drive). I used Pandora Recovery(tm) to recover my .bsp file, and tried to use q3map2.exe to convert from .bsp to .map (partillay because now when I load my map in-game, it says it's version 1,000,000-something instead of 46, so I figured if I could re-compile it using the build function of 1.5.0, it might fix the version number. However, after following the directions from this forum (http://forum-thetent.getgoo.net/t5-conv ... e-commands) EXACTLY (well, getting to gtkradiant 1.5.0 one folder at a time), but inevitably, in the end, I got the same problem as the replier: It says something along the lines of
"*********************ERROR*******************
derr_first.bsp is not an IBSP file"
Does the fact that my .bsp was a recovered permanently-deleted file have a role in the error? Am I missing a command in the line? I really want to get my map back, else I'd need to either work from a 4+ hour-behind .map, which is quite inconvenient, or scrap the map entirely (and it's my first really almost done map in ANY game except the ZPS mod...)
Please help me. I really don't want to spend 4+ hours on my map. The architecture was nearly complete, and I realize it was my mistake for not making a backup for my .map file.
UPDATE: I ran the "BSP -convert -format .map" command in q3map2 toolz and it gave the same error. After choosing a non-deleted map to attempt it on, it went converted without a hitch (well, besides the missing shader texture messages). I am beginning to believe that since I recovered a perma-deleted file, and since it was 100% overridden already, and with the waaaaaaaaaay off version number as a hint, that my almost architecturally complete map is un-salvageable. If there is a solution to any problems that could ultimately lead to my map's recovery, please tell me. Again, if there aren't let me know, and I'll just re-construct what I lost (it's a couple of corridors (7+) and a couple of small rooms (5), so you're probably gonna tell me, as my bro did, that it's not even worth the effort to recover...)
P.S. I also read on another site that decompiling can do warped things to the map, such as warped textures and/or architecture and other strange stuff. Is this true?
Need help recovering map
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- Posts: 210
- Joined: Fri May 28, 2010 2:30 pm
Re: Need help recovering map
Sorry, I've no idea how to help you. When I decompiled maps they always worked in Radiant and Quake.
So you either have the choice to repeat the last 4 hours, which can be a real pain in the ass, or give up the map. IF you should manage to decompile your map anyway, you could try this:
After decompiling, delete all the parts of the map that already existed in the last saved version of your project. Then, select all brushwork and convert it to a func_static. If you already have func's, convert them to regular brushes via Entity --> Ungroup.
Copy the entire func (Ctrl+Alt+E selects the whole entity) with Ctrl+C, open the last valid map and paste the func with Ctrl+V. Now you can rebuild everything step by step by hiding one brush of the func and amking a new one. It's a bit like color by numbers. When you're done, delete the entire func, either by selecting all its parts with Ctrl+Alt+E or by selecting it from the entity list and then deleting it with Backspace. This way you can make sure not to have any kind of destroyed brushes in your map.
It is. Decompiled maps are not meant to be compiled again. You will not only lose all texture scaling and shifting information, thus giving you a map with all surfaces being aligned axial - you will see missing brushes, deformed brushes, brushes you can see in Radiant but that are invisible (but solid) in-game. Decompiling should only be used to take a look at maps when you want to understand how some mechanics were set up. For rescuing maps it's quite futile.Derr1 wrote:P.S. I also read on another site that decompiling can do warped things to the map, such as warped textures and/or architecture and other strange stuff. Is this true?
So you either have the choice to repeat the last 4 hours, which can be a real pain in the ass, or give up the map. IF you should manage to decompile your map anyway, you could try this:
After decompiling, delete all the parts of the map that already existed in the last saved version of your project. Then, select all brushwork and convert it to a func_static. If you already have func's, convert them to regular brushes via Entity --> Ungroup.
Copy the entire func (Ctrl+Alt+E selects the whole entity) with Ctrl+C, open the last valid map and paste the func with Ctrl+V. Now you can rebuild everything step by step by hiding one brush of the func and amking a new one. It's a bit like color by numbers. When you're done, delete the entire func, either by selecting all its parts with Ctrl+Alt+E or by selecting it from the entity list and then deleting it with Backspace. This way you can make sure not to have any kind of destroyed brushes in your map.
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Re: Need help recovering map
It sounds like the recovered file is foobar. You can try another data recovery program and see if it does a better job.
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Re: Need help recovering map
4 hours of work does not sound like a lot in the scope of building an entire map to be honest and it sounds like you didn't even get to building all the intricate little details. If nothing else works, just swallow and rebuild the missing bits. Should go faster now because you've done it before.
Re: Need help recovering map
Obsidian wrote
Obsidian also wrote
Eraser wrote
Meh. It was a long shot anyway. I'll just re-do the 4+ hours work because I'm just that dedicated to releasing some map for some game (plus, I have a couple of people anxiously awaiting the release of my map on EF) Thanks for the help anyway. I'll just be more careful about saving a backup of the map next time
P.S. Sorry about the bold "* wrote" rather than the norm. I couldn't figure out how to include the name of said person otherwise.
I don't know what foobar is. I've never heard of it.It sounds like the recovered file is foobar
Obsidian also wrote
It asked for payment to download, and the free trial required a TON of information, including business information (which a) I'm not part of a business and b) I'd be a little iffy giving away anyway)You can try another data recovery program
Eraser wrote
True, it doesn't, and after actually releasing a sort of beta for the ZPS mod, I can honestly agree with you on that one (though that map was quite blocky, something I hope to fix...when I get the map editor for steam working with ZPS). It should go faster since I''ve done it before, and now that I found the "show size info" box in the preferences screen, it should go even faster! This is also something my bro pointed out (he's so smart when it comes to problem solving).4 hours of work does not sound like a lot in the scope of building an entire map...Should go faster now because you've done it before.
Meh. It was a long shot anyway. I'll just re-do the 4+ hours work because I'm just that dedicated to releasing some map for some game (plus, I have a couple of people anxiously awaiting the release of my map on EF) Thanks for the help anyway. I'll just be more careful about saving a backup of the map next time

P.S. Sorry about the bold "* wrote" rather than the norm. I couldn't figure out how to include the name of said person otherwise.
Re: Need help recovering map
[ quote="Derr1"]blabla[/ quote]
no spaces, obviously
no spaces, obviously

Re: Need help recovering map
Try GetDataback for NTFS or Fat32. One of the best recoverytools. When a friend of mine formatted several times, because of thinking that this will repair his hdd, even then GetDataback could recover nearly 87% of the whole stuff. Try it. You should get your mapfile again like this.