Decompiling maps
Decompiling maps
How do I ecompile a bsp into a .map?
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- Posts: 209
- Joined: Sun Mar 28, 2004 8:00 am
Decompiling has never really worked very well. I don't know how much has changed since I tried it last, but when I tried, it made a brush for every visible face, which mean there were WAY more brushes than what was needed. Has it gotten better now?
The number 1 cause of death in games is panic.
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To clarify the facts about decompiling maps.... seems as if some of you are a bit hazy as to what kinds of results are created depending on method.
Back in the "old" days, bspc.exe was used to decompile maps. This caused patches to turn into brushes and all texture data was lost.
ydnar added better decompiling support with Q3Map2. Patches are preserved, as well as texture and shader information. Works quite well, the only issue is with UV texture co-ordinates which are irretrivably lost. It has nothing to do with preventing people from actually copying maps (though copying other people's maps is lame and boring - make something original is much more fun).
You may also lose misc_model's (and possibly some other entities - lights?) in some maps depending on whether the original map was compiled with Q3Map2 or not.
Back in the "old" days, bspc.exe was used to decompile maps. This caused patches to turn into brushes and all texture data was lost.
ydnar added better decompiling support with Q3Map2. Patches are preserved, as well as texture and shader information. Works quite well, the only issue is with UV texture co-ordinates which are irretrivably lost. It has nothing to do with preventing people from actually copying maps (though copying other people's maps is lame and boring - make something original is much more fun).
You may also lose misc_model's (and possibly some other entities - lights?) in some maps depending on whether the original map was compiled with Q3Map2 or not.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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- Posts: 209
- Joined: Sun Mar 28, 2004 8:00 am
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- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
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- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Your humble servant reports for duty.
Some RL issues (a new job and a burglary, to name a few) kept me from working on it. I'll pick it up in a couple of days and let you lot know when it is finished.
A word of warning: thanks to q3map2 stripping out light entities during the final stage of a compile, all lighting (safe shaders) will be lost. Maps compiled with the original q3map don't suffer from this.
Some RL issues (a new job and a burglary, to name a few) kept me from working on it. I'll pick it up in a couple of days and let you lot know when it is finished.
A word of warning: thanks to q3map2 stripping out light entities during the final stage of a compile, all lighting (safe shaders) will be lost. Maps compiled with the original q3map don't suffer from this.