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HIT Forums  |  Developers Discussion  |  Mapping  |  Topic: How do I convert .bsp maps to .map without problems? 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: How do I convert .bsp maps to .map without problems?  (Read 721 times)
Juliz
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« on: November 29, 2008, 03:46:20 AM »

Hi, Im pretty new at the forum, but i already was registered Cheesy
Im from Argentina, so apologize if I spell something wrong Tongue
Well, the fact is, that I need to find a program that convert the .bsp into .map Without all that texture desaligment and the missing solids.
The programs I've used have that errors in the decompiling, and I just wanna' know how (for example), in the Op4 Maps, they used the Surface Tension part, and when I opened that map decompiling it, was a really nice mess xD
Any one know how to do it?
Thx, and bye Cheesy



Hope you understanded me Tongue
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Ackart
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« Reply #1 on: November 29, 2008, 05:07:42 AM »

Simply? You can't. It's impossible to decompile BSPs without error.
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Ambient.Impact
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« Reply #2 on: November 29, 2008, 07:50:00 AM »

If you're a mapper, you should know that maps are built of solid brushes. When you compile that map into a BSP file, a lot of data is removed. Faces that are in empty space outside of the world are removed, leaving only an inner shell where the player can explore. What's more, any place where two standard brushes touch a lot of face dividing occurs. I'm sure there's lots more, but those are the ones that come to mind right now. The bottom line is that the geometry that you can work with in Hammer is very different to what is compiled into a BSP file, and it's therefore incredibly difficult to reconstruct that geometry with a program such as a decompiler. When you compile, it's meant to be a one way trip, the game engine doesn't need all the data you or I need to create the map. You're better off trying to rebuild the brushes by hand.

If you want to investigate how that part of Opposing Force was done, all the point entities should still be there, and hopefully most (or all) of the brush entities, in one form or another. An alternative is to open the map up in a viewer like Crafty, and look at the entities that way.
« Last Edit: November 29, 2008, 07:54:35 AM by Ambient.Impact » Logged

Nige111
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« Reply #3 on: November 29, 2008, 08:14:30 AM »

I'm pretty sure Gearbox were able to use parts of the map since VALVe gave them the source files.
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Juliz
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« Reply #4 on: November 29, 2008, 03:13:25 PM »

Oh, so they maybe done it with the source files, i didin't thought that :3
Thanks for your help mates  Grin, I'll try to see with the Crafty, but I still have a doubt..
For example, the Crossfire modifications, like ag_crossfiire or anothers more complex, they used the source files too? or they just re-builded all the crashes (a little messy Tongue)
Thans, and bye  Wink
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Barnz
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« Reply #5 on: November 29, 2008, 03:55:06 PM »

They're obviously remake of original maps.
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Juliz
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« Reply #6 on: November 29, 2008, 04:08:00 PM »

Yes, but using source files that Valve gave them?
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Ambient.Impact
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« Reply #7 on: November 29, 2008, 08:37:50 PM »

Oh, so they maybe done it with the source files, i didin't thought that :3
Thanks for your help mates  Grin, I'll try to see with the Crafty, but I still have a doubt..
For example, the Crossfire modifications, like ag_crossfiire or anothers more complex, they used the source files too? or they just re-builded all the crashes (a little messy Tongue)
Thans, and bye  Wink
I haven't taken a look at that particular map, but yes, it's unlikely that Valve provided the author(s) with the source RMF. It was probably rebuilt from scratch, possibly using the decompiled crossfire as a starting point. Or they might have simply edited the entities via RipEnt (which comes with Zoner's Half-Life Tools).
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