• Best decompiling process?
    34 replies, posted
Alright i need a little advice here. What would be the best decompiling method for goldsource maps, so as to preserve the most of the original structure? BSP2MAP reduces ecery solid to a pile of 1 thick walls and screws pretty much every texture, but, saves most of the map. Winbspc makes proper textures and many solids are correctly done. But lots of solids are invalid and the others have bizarre shapes. In the end i am forced to pretty much repair the maps, and although by now i do not mind anymore, it still costs me a lot of time. A more effecient method would save me days. Also, is there a way to preserve lighting in goldsource of source decompiled maps? Every map I decompiled in both engines had almost all the lighting destroyed.
BSP2MAP. BSP doesn't save the volume of solids, there is no way to decompile it 100% accurately.
Really? I honestly think bsp2map sucks, as it completely screws up every texture. Winbspc is also easier to repair solids. Well, so what about lighting?
bspsrc
I already used bspsrc before, not only it does an horrible job with transparent textures unlike vmex, It also screws up the lighting. Seriously, is there a single decompiler that preserves light?
Preserves light? Light is baked into the map during compile, decompiling will do nothing to the light. So aslong as the light entitys are in the same place they will appear the same when you re-compile the map. Not that it will be anywhere near recompiling state.
What I mean is, none of the maps I decompiled has any lights on it. It is like decompiling destroys the light entities. Flickering lights remain, but none of the "normal" lights survived.
just decompiled cs_office and lights work just fine with bspsrc [img]http://i.imgur.com/GSIU0.png[/img] is is possible the map you are decompiling uses Texture lighting instead of light entities?
BSPSource is a lad tool
I am decompiling the Half Life source, Blue shift, and Opfor maps. Yes, I also need to know this light thing for GLDsrc. [editline]9th January 2013[/editline] Minor note here: Spotlights, outdoors ambient lighting and flickering, or otherwise nonstandard lights also come out. It also decompiles red emergency lights right for some odd reason.
Alright, I decompiled cs_office from css and, it also has no lights. Could it be something wrong on my end?
Come on, no one has any ideas on this?
Well, it's generally not good practice to decompile. Work with the tools you have, I guess.
[QUOTE=cardboardtheory;39277885]Well, it's generally not good practice to decompile. Work with the tools you have, I guess.[/QUOTE] What is that supposed to mean? Tools that I have? What I am asking here, is, how do I decompile light entities on maps. On gldsrc preferably. Stinger said he decompiled cs_office and the lighting was fine. I decompiled it using the same tool, and the lights were gone. lightspots were there, but the "light" entities were all gone. I want to know how to prevent this.
Don't get too optimistic about decompiling GoldSrc maps: you're just not going to get the desired results.
I know that very well. I am asking about lighting because every entity is fine except for light ones. And not just in GoldSrc. This also happens in source. Like I said before, stinger claims he could decompile lights in cs_office. I tried it, and it didnt work.
Huh, that's really weird.
Well screw this. I am opening a new thread tomorrow. Hopefully I will be able to explain better and people will not misunderstand what i want. Requesting closing of thread.
Don't open a new thread. The admins will ban you.
Just because I open a new thread? lol. This thread is not working out. It is not explaining my current problem anymore. I also have other things I need to ask. Unless anyone has any other ideas as to what may be causing this problem, I have no choice.
why not ask them in the megathread?
Perhaps. So? What about the lighting? Is there a way I can check the lighting in the map without decompiling? Or decompile only entities? Entspy didnt work btw.
[QUOTE=Portugalotaku;39278242]What is that supposed to mean? Tools that I have? What I am asking here, is, how do I decompile light entities on maps. On gldsrc preferably. Stinger said he decompiled cs_office and the lighting was fine. I decompiled it using the same tool, and the lights were gone. lightspots were there, but the "light" entities were all gone. I want to know how to prevent this.[/QUOTE] Heres an idea. Remake the map from scratch. Add your own feel to it. You know where the light entities go, why not add them manually? Or is this whole decompiling thing just an excuse for being lazy.
[QUOTE=IronPhoenix;39305319]Heres an idea. Remake the map from scratch. Add your own feel to it. You know where the light entities go, why not add them manually? Or is this whole decompiling thing just an excuse for being lazy.[/QUOTE] I still have to decompile and repair some 30 maps. If i remade them from scratch it would take me months. Also, editing is what I really like. I tend to lack motivation once I get to the part where I have to expand the map. Besides, I already added my own lights. I wanted the original ones so I could make it more faithful. If you do not have anything better to say than insults, the two of us are through. [editline]21st January 2013[/editline] Oh, and, really, adding lights would be the lazier way. It takes me five minutes. I have been asking this for 4 days. I just really want the original look you see.
You sound like you are decompilling to then add onto the map and then recompile it and call cs_Office_2013_beta2_v6_extended_final4 You should never ever do this.
[QUOTE=HoodedSniper;39309106]You sound like you are decompilling to then add onto the map and then recompile it and call cs_Office_2013_beta2_v6_extended_final4 You should never ever do this.[/QUOTE] The cs_office thing was just an EXAMPLE. cs_office has nothing to do with what I am trying to accomplish here. It is something personal ok? I am not even planning on releasing the thing. i am doing this for myself.
[QUOTE=Portugalotaku;39301569]Just because I open a new thread? lol. This thread is not working out. It is not explaining my current problem anymore. I also have other things I need to ask. Unless anyone has any other ideas as to what may be causing this problem, I have no choice.[/QUOTE] If you open another thread, despite the fact that you [i]already[/i] have a thread open for this problem, it's likely that you'd get warned, if not just banned. It just clutters up the section. If you have a problem in the future, try the Mapping Questions megathread. You'll probably get at least some sort of answer.
[QUOTE=Portugalotaku;39306587]I still have to decompile and repair some 30 maps. If i remade them from scratch it would take me months. Also, editing is what I really like. I tend to lack motivation once I get to the part where I have to expand the map. Besides, I already added my own lights. I wanted the original ones so I could make it more faithful. If you do not have anything better to say than insults, the two of us are through. [editline]21st January 2013[/editline] Oh, and, really, adding lights would be the lazier way. It takes me five minutes. I have been asking this for 4 days. I just really want the original look you see.[/QUOTE] Then add the lights yourself and tweak them till they look right?
[QUOTE=IronPhoenix;39314023]Then add the lights yourself and tweak them till they look right?[/QUOTE] What do you think I am attempting to do? Still, I´d rather have the original ones. Original lighting is important on this project. If I got the original ones, I´d also have to replace them on every other map I have worked so far for this project. Well atleast something positive came out of this. I managed to fix my earlier texture problem, but that is another issue. Well seeing as apparently we have not been able to find a solution to my problem by decompiling I shall reformulate the question. [editline]22nd January 2013[/editline] Instead of decompiling process, is there a program I can use to read the values of the original lights from the bsp?
[URL=https://developer.valvesoftware.com/wiki/Entspy]Entspy[/URL] [URL=http://www.riintouge.com/VIDE/]VIDE[/URL] (Entity Lump Editor)
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