• How to properly decompile rp_downtown_v4c_v2 and get all proper textures and fix pointfile
    14 replies, posted
hi so I decompiled rp_downtown_v4c_v2 and then when I add a bank that I thought was really cool from some developer that hasn't used steam in like a year there is always some major issue. First off the lighting is always off no matter what. Then the pointfile always goes through solid skybox or solid geometry. Then props from rp_downtown_4vc_v2 that are originally working and don't have any problems are shown as "static prop outside of map" even though they were not ever moved. If anyone could like teach me what I need to do I would really appreciate it because I just want to add 1 thing to a map for my server and I have been stuck on this for 4 days.
When ever you decompilie you will get broken brushes theres no way around that, some times bruses will get deleted because there so broken and all you can do is to rebuild them, the other option is to ask the level designer for a copy of his vmf so you know there are no errors :)
[QUOTE=taz0;50701312]When ever you decompilie you will get broken brushes theres no way around that, some times bruses will get deleted because there so broken and all you can do is to rebuild them [/QUOTE] Especially with downtown maps.
I've had the same problem but on de_nuke. Like all of the lighting inside is bugged and the lighting outside is just like in the live version of it, is there any solution to fix that?
[QUOTE=TheCrazyGoD;50701950]I've had the same problem but on de_nuke. Like all of the lighting inside is bugged and the lighting outside is just like in the live version of it, is there any solution to fix that?[/QUOTE] I already told you how to fix your problem. [editline]13th July 2016[/editline] [QUOTE=nickelody;50698538]hi so I decompiled rp_downtown_v4c_v2 and then when I add a bank that I thought was really cool from some developer that hasn't used steam in like a year there is always some major issue. First off the lighting is always off no matter what. Then the pointfile always goes through solid skybox or solid geometry. Then props from rp_downtown_4vc_v2 that are originally working and don't have any problems are shown as "static prop outside of map" even though they were not ever moved. If anyone could like teach me what I need to do I would really appreciate it because I just want to add 1 thing to a map for my server and I have been stuck on this for 4 days.[/QUOTE] Fixing decompiled maps, especially complex ones, requires very advanced knowledge of source mapping. Its not something anyone can teach you. If you really have the motivation for it you will have to find tutorials yourself and fix one issue after another until you get to something that works well.
actually i resolved my problem but you guys are all useless thx for nothing lol. But decompiling the map has litteraly no draw backs dont give me your b.s i just stole a bunch of content with no issues because someone who knows what they are talking about helped me out and it allowed me to customize rp_downtown the way i wanted to. I took the evocity police hq and kfc, i took some bank from a cs map and its is great now [highlight](User was banned for this post ("Rude" - Novangel))[/highlight]
[QUOTE=nickelody;50706783]litteraly no draw backs[/QUOTE] Alright then, you try and decompile the entirety of rp_downtown and compile it straight away without changing it, then come back and post the results here, because im just curious as to how your doing it has no drawbacks
yea i already did why would i say any of this if i havent tried yet lol it works perfect no problems what so ever
[QUOTE=nickelody;50706906]yea i already did why would i say any of this if i havent tried yet lol it works perfect no problems what so ever[/QUOTE] So post some photos of the compiled result and what it looks like in-game. Otherwise everyone will think your bullshitting
bruh i really dont care if you think im lieing lol and you can add me on steam if you want and ill show you the map but im gonna put an end to this flame war and can you pls pls stop giving people awful advice
[QUOTE=PortalModIV;50706936]So post some photos of the compiled result and what it looks like in-game. Otherwise everyone will think your bullshitting[/QUOTE] Just give up mate, this 12 year old yank is just a bit cranky that no-one is helping him lazily slap together a shitty recompile of someone else's map. Completely obvious he's just here to "troll all u cunts who didnt help me be lazy exxx deee" Fucking hilarious though, can't wait to see his shitty results :D
oh so your also into that garbage of decompiling breaks the map lol stop following what everyone else says and test these theories on your own and holy shit you are a flamer.
[QUOTE=nickelody;50707043]oh so your also into that garbage of decompiling breaks the map lol stop following what everyone else says and test these theories on your own and holy shit you are a flamer.[/QUOTE] Hi. Decompiling maps does have a high probability to break them. It's come a long way, but due to the sheer nature of BSP and decompiling, it's an imperfect system. You said to test this yourself, and I did. I took a large map that compiles perfectly fine, and decompiled it. Low and behold the BSPsrc produces a VMF that looks pretty different (It is also just over 2/3 the size). It also doesn't compile cleanly, having areaportal issues (where the original doesn't). Original: [t]https://s.gvid.me/s/2016/07/14/KMn595.png[/t] Decompiled: [t]https://s.gvid.me/s/2016/07/14/EQ7695.png[/t] There are also numerous other issues, but overall as Grenade Man has said, it's a process you shouldn't attempt unless you have extensive knowledge of Source. It also shouldn't be done in general, if mappers wanted their maps edited, they'd release the VMF.
I'm pretty sure this is a troll thread.
[QUOTE=TheYagich;50707912]I'm pretty sure this is a troll thread.[/QUOTE] Lots of these threads get visits from Google searches down the line, figured I should provide evidence to conclusively show what was right.
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