Is it OK to decompile rp_c18_v1, and edit it for personal use?

Sorry for the long title, but this was a little scary when I thought about it at first. I’ve been wanting to find out if it’s OK to decompile rp_c18_v1 and release it later (with the authors permission first).

I know it’s ok to decompile and learn off a map (according to the VALVe source SDK website de-compile page), but releasing it? I would think that needs permission first.

If by any chance can someone find me HumiliatioN’s facepunch name or steam name? I’ve been having a look and I can’t find him (sneaky bugger :stuck_out_tongue: ).

Thanks, I won’t paste screenshots because I still need to work on it. At the moment I’m editing it for my personal use, which should be ok, but I still want to be sure.

Without giving the real author credit (and saying you had his permission), the community will usually bash you.
Otherwise it’s ok.

So all I have to do is make it, release it and say “Thanks to HumiliatioN for this map” and it should be ok?

Yes, if you get permission from the author.

I’m sure he released that map ages ago on his blog or something.

Ask Serman.

Ok. I sent Serman a PM to see if i’m allowed to edit his map. See how it turns out.
Any other cool facts while we’re here?

Fun fact: The usage of rp_c18_v1 is:



Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 212/1024        10176/49152    (20.7%)
brushes               7965/8192        95580/98304    (97.2%) VERY FULL!
brushsides           65252/65536      522016/524288   (99.6%) VERY FULL!
planes               51514/65536     1030280/1310720  (78.6%)
vertexes             44306/65536      531672/786432   (67.6%)
nodes                 9130/65536      292160/2097152  (13.9%)
texinfos             11456/12288      824832/884736   (93.2%) VERY FULL!
texdata               1225/2048        39200/65536    (59.8%)
dispinfos               62/0           10912/0        ( 0.0%)
disp_verts            1550/0           31000/0        ( 0.0%)
disp_tris             1984/0            3968/0        ( 0.0%)
disp_lmsamples        3228/0            3228/0        ( 0.0%)
faces                25040/65536     1402240/3670016  (38.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            19304/65536     1081024/3670016  (29.5%)
leaves                9343/65536      298976/2097152  (14.3%)
leaffaces            30237/65536       60474/131072   (46.1%)
leafbrushes          14303/65536       28606/131072   (21.8%)
areas                   15/256           120/2048     ( 5.9%)
surfedges           199710/512000     798840/2048000  (39.0%)
edges               126007/256000     504028/1024000  (49.2%)
LDR worldlights       1286/8192       113168/720896   (15.7%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips           2873/32768       28730/327680   ( 8.8%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         54537/65536      109074/131072   (83.2%) VERY FULL!
cubemapsamples         180/1024         2880/16384    (17.6%)
overlays                12/512          4224/180224   ( 2.3%)
LDR lightdata         [variable]    16083280/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      572605/16777216 ( 3.4%)
entdata               [variable]      458059/393216   (116.5%) VERY FULL!
LDR leaf ambient      9343/65536      224232/1572864  (14.3%)
HDR leaf ambient         0/65536           0/1572864  ( 0.0%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/65556    ( 0.0%)
pakfile               [variable]     6090593/0        ( 0.0%)


end of fun fact

You’d be better served creating your own map rather than adding a building or two to an existing map.

Anything’s fine as long as it’s for personal use.

Ok, i’m stuck again. I was editing when ALL OF A SUDDEN:



materialPath: c:\program files\steam\steamapps\el_jameo\half-life 2\hl2\materials
Loading C:\Program Files\Steam\steamapps\el_jameo\half-life 2\hl2\maps\rp_c18_v3_1.vmf
Brush 11125: num_entities == MAX_MAP_ENTITIES
Side 4
Texture: CONCRETE/CONCRETEWALL036A



1 threads
reading c:\program files\steam\steamapps\el_jameo\half-life 2\hl2\maps\rp_c18_v3_1.bsp
Error opening c:\program files\steam\steamapps\el_jameo\half-life 2\hl2\maps\rp_c18_v3_1.bsp


[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\el_jameo\half-life 2\hl2\maps\rp_c18_v3_1.bsp
Error opening c:\program files\steam\steamapps\el_jameo\half-life 2\hl2\maps\rp_c18_v3_1.bsp


So I try deleting the brush and re-compiling it and then:



materialPath: c:\program files\steam\steamapps\el_jameo\half-life 2\hl2\materials
Loading C:\Program Files\Steam\steamapps\el_jameo\half-life 2\hl2\maps\rp_c18_v3_1.vmf
Brush 11127: num_entities == MAX_MAP_ENTITIES
Side 4
Texture: CONCRETE/CONCRETECEILING004A



1 threads
reading c:\program files\steam\steamapps\el_jameo\half-life 2\hl2\maps\rp_c18_v3_1.bsp
Error opening c:\program files\steam\steamapps\el_jameo\half-life 2\hl2\maps\rp_c18_v3_1.bsp


[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\el_jameo\half-life 2\hl2\maps\rp_c18_v3_1.bsp
Error opening c:\program files\steam\steamapps\el_jameo\half-life 2\hl2\maps\rp_c18_v3_1.bsp


It goes onto another brush!

I’ve got a whole textlog of these problems. Anyone know how to fix?

Thanks.

When I started out, I decompiled a bunch of interesting maps.

For educational purposes only :slight_smile:

The map is already at the engine’s limits as it is. And decompiling added more entities than it was originally compiled, adding more to the mix. I don’t think it will work quite well.

I didn’t make the map.
It was made by HumiliatioN, and you have full permission to edit it. He released the VMF somewhere online, but I forgot where his website is. Decompiling it will cause problems.

Aw… CHEESECAKE. I really need that VMF. D:
My clan is eager for me to carry it on a bit further.
Even when I decompiled it, and edited it in Hammer, it looked like a good idea.

Thanks for getting back to me Serman. At least I know i’m allowed to edit it now. :slight_smile:

If anyone can find that link, give me a PM! :smiley:

Not if I steal your bike for personal use

You ride BIKES??? Hell I ride a electic scooter. :stuck_out_tongue:

But back on subject, i’d really like that VMF.

Wasn’t city_18 built on a beta map layout? Or was that central 17?

What beta map layout was it made from?
Sorry I don’t quite understand your question.

How about if someone can find humiliations steam name so I can PM him without wasting facepunch time. That good?
I’m still waiting…