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Forum 17B _ Your Maps - WIP - Tutos _ Wanna Decompile A Bsp Into Full Map? Write Here!

Posted by: z0mbiland 16/01/2016 - 18:15:01

I start this topic for all who need to decompile a .BSP into a full .MAP or .RMF working in Hammer!
So write/upload here your .BSP and you got a .MAP in a short time!

Posted by: LiveWire 16/01/2016 - 19:10:42

QUOTE (z0mbiland @ 16/01/2016 - 19:15:01) *
I start this topic for all who need to decompile a .BSP into a full .MAP or .RMF working in Hammer!
So write/upload here your .BSP and you got a .MAP in a short time!


Its not possible to decompile a goldsrc BSP its a one way process only, some basic maps come out ok, but they still need a lot of work to fix the brushes, Nem explains the problem well here


http://nemesis.thewavelength.net/index.php?c=83&o=30

QUOTE
Anyways, the reason BSP Viewer exports 1 unit thick brushes is because the CSG process destroys the brushes you see in Hammer (or whatever editor you use) and converts them into a polygon soup. This process is NOT reversible. A brush (in Hammer) is a convex collection of planes that, when intersected, form polygons. When these planes are removed or split by the CSG process, the original brush is gone forever. BSP Viewer's approach is to say to hell with the brushes and construct a new brush for each face in the BSP (hence the 1 unit brushes). Other programs (such as WinBSPC) construct one large brush that engulfs the entire world, then "hollow" it out subtracting the BSP geometry and breaking up the brush into smaller convex brushes. This process creates more "brush like" results, but is still nothing close to how one would actually map.


Try to decompile this map and you will see the problem. wink.gif
http://www.17buddies.net/17b2/View/Map/10668/ns_veil.html

Posted by: z0mbiland 16/01/2016 - 19:56:07

https://github.com/unknownworlds/NS/tree/master/releases/3.2.0/maps

gfx/env/veil_bk.tga
gfx/env/veil_dn.tga
gfx/env/veil_ft.tga
gfx/env/veil_lf.tga
gfx/env/veil_rt.tga
gfx/env/veil_up.tga
halflife.wad
models/b_resource_nozzle.mdl
models/hive.mdl
ns.wad
ns2.wad
ns_bast.wad
ns_eclipse.wad
ns_nothing.wad

!!!Delete all the info_location entities!!!

"Try to decompile this map and you will see the problem" WHAT PROBLEM??? smile.gif)))))))))))))))

ENJOY!!!

 NS_VEIL.zip ( 1.67MB ) : 62
 

Posted by: Safety1st 17/01/2016 - 05:16:59

blink.gif

Posted by: Vodka95 17/01/2016 - 06:36:34

Wtf!? ai.gif

Posted by: LiveWire 17/01/2016 - 14:59:29

QUOTE (z0mbiland @ 16/01/2016 - 20:56:07) *
"Try to decompile this map and you will see the problem" WHAT PROBLEM??? smile.gif)))))))))))))))

ENJOY!!!



Erm these errors are the problem wink.gif

http://pastebin.com/4raWzipL

Simple maps like dod_block_b1 will just about work without fixing to much, but csg & vis wont compile complex maps without a great deal of work, because the decompiler just makes a guess at how the brushes should be.

http://www.17buddies.net/17b2/View/Map/88111/dod_block_b1.html

Here try to decompile below map and compare it to the original rmf.

http://46.105.113.94/17b2/View/Map/88653/dod_avalanche2_b1.html
http://forum.17buddies.net/index.php?showtopic=14122

You can do some nice things with compiled maps, if you use nems tools you can convert them to obj files and open them in 3d programs like 3ds max to build 3d sky boxes or even to make models for goldsrc.

Posted by: Chapo 18/01/2016 - 09:06:27

z0mbiland:

Decompiling maps, asking for hacked steam...

These behaviors have nothing to do on 17buddies.

excl.gif Please consider my message as a warning.

Posted by: Igrik 20/01/2016 - 09:29:17

Weather in Almaty, KZ: A few clouds. Low -7C. Winds light and variable.
Please consider this as warming. sun_bespectacled.gif

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