Hlbox17b Source Code |
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Group: 17 Buddies Posts: 18 535 Joined: 27/12/2003 ![]() ![]() Team: Dev. 17b ![]() |
Before I die (I hope in several years) I think it would be a good idea to make a gift to community:
So, I have decided to provide HLBox17b source code (c#) . Perhaps someone could use it to go furthermore and develop some cool new features. This will be my ultimate donation to the community. Download it, parse it and use it as you want. Just give some credits if you make new cool stuff with this source. https://drive.google.com/open?id=1XOoA5vBuh...9HVqVHoRq3IVWtz Long life to 17b! Bye bye !! |
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Group: Member Posts: 1 Joined: 22/08/2025 ![]() ![]() |
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=30melon sandbox It's a common misconception among new mappers that they can simply reverse the process and get a pristine, editable map file back. |
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Group: Member Posts: 8 Joined: 23/11/2024 ![]() ![]() |
It's a common misconception among new mappers that they can simply reverse the process and get a pristine, editable map file back. You pretty much can for most maps. And it's not hard to fix a few resulting errors. In fact that's the perfect learning experience for a new mapper. Use Half-Life Unified SDK Decompiler as your primary decompiler since it's easily the most reliable one and Winbspc as your secondary one since it's better at recreating entity brushes. Weird posting the reply in this topic tho but thanks for the resource link for Nem's explanation of why Source decompilers have it easier. |
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Group: Advanced Posts: 134 Joined: 28/07/2013 ![]() ![]() ![]() |
oh peterparkerrbu is a spammer they copied the reply from the wrong thread... I delete 3 or 4 replies a week from spammers with AI chat and crapy links.
This post has been edited by LiveWire: 24/08/2025 - 14:19:48 |
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