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Decompiling maps

Posted: Sat Jul 30, 2005 10:15 pm
by Lenard
How do I ecompile a bsp into a .map?

Posted: Sat Jul 30, 2005 10:25 pm
by Survivor
Will lose patches or curves iirc

Posted: Sat Jul 30, 2005 10:33 pm
by Survivor
Ah nice

Posted: Sat Jul 30, 2005 10:39 pm
by SonicClang
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?

Posted: Sat Jul 30, 2005 10:44 pm
by ^misantropia^
Funny you should mention it, but I'm currently working on a map decompiler that does not suck (a regular of the CPMA forums requested one). It should be finished in a couple of days.

Posted: Sat Jul 30, 2005 10:53 pm
by a13n
I bet it is intended textures are not aligned originally to prevent easy stealing while a few brushes lost is not. :icon30:

Posted: Sat Jul 30, 2005 11:53 pm
by obsidian
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.

Posted: Sun Jul 31, 2005 1:58 am
by Lenard
Could you keep us posted in this thread mis?

Posted: Sun Jul 31, 2005 4:36 am
by SonicClang
Haha. :) You think the "old days" refers to a time when we had patches. That's funny. :P

Posted: Sun Jul 31, 2005 12:21 pm
by ^misantropia^
Lenard wrote:Could you keep us posted in this thread mis?
Will do.

Posted: Tue Aug 09, 2005 5:32 pm
by krekits
@^misantropia^

It's been a couple of days now. Where's the decompiler?

Posted: Tue Aug 09, 2005 6:04 pm
by ^misantropia^
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.

Posted: Tue Aug 09, 2005 7:01 pm
by krekits
NP. RL can be a biatch sometimes. Thumbs up for the job. Too bad about the burglary tho...

Posted: Tue Aug 09, 2005 8:20 pm
by Lenard
Agreed. I am not worried about the shaders btw.