Author Topic: Map decompiler  (Read 1962 times)

CarbineXT

  • Stingray
  • Posts: 64
Map decompiler
« on: September 19, 2006, 05:50:06 PM »
Hello all,

Not my usual question style, but is there a good decompiler for maps? I was working on my latest maps when BSP threw at me one of its occasional crashes. It saved the map and erased everything inside the file. All I have now is the .map file. There was a lot of work in the map and I couldn't recreate it I reckon.

Thanks.

Eiii

  • Autococker
  • Posts: 4595
Re: Map decompiler
« Reply #1 on: September 19, 2006, 06:00:49 PM »
There's no really good decompiler I know of, but there is WinBSPc (I think that's what it's called, anyway.) It doesn't transfer over lights and such, and is far from perfect, so I'm pretty sure you'd have to do a lot of work to get your map all fixed, but it's better than nothing.

bug

  • 68 Carbine
  • Posts: 335
Re: Map decompiler
« Reply #2 on: September 19, 2006, 06:01:15 PM »
From your question it sounds like you have a .bsp left, but you state it is a .map? Why would you need a decompiler for a .map?

CarbineXT

  • Stingray
  • Posts: 64
Re: Map decompiler
« Reply #3 on: September 19, 2006, 06:35:48 PM »
Sorry, I mean .bsp.

eiii, do you mean that it doesn't transfer over light entities or lighted surfaces?

Eiii

  • Autococker
  • Posts: 4595
Re: Map decompiler
« Reply #4 on: September 19, 2006, 06:49:22 PM »
It might do lighted surfaces. It decompiles anything that's in the BSP.

So no info_nulls, point lights, etc.

Dirty_Taco

  • Map Committee
  • Autococker
  • Posts: 1630
_
« Reply #5 on: September 19, 2006, 06:51:52 PM »
Post removed
« Last Edit: July 26, 2010, 12:29:53 AM by Dirty_Taco »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Map decompiler
« Reply #6 on: September 19, 2006, 07:37:38 PM »
This is why, a) you need to get the new version of BSP, and b) regularly save as new filenames so you don't lose as much.

http://bspquakeeditor.com/ -- and talk to sort in #level_design for the latest build.  I need to get a new bsp pack together one of these days...

CarbineXT

  • Stingray
  • Posts: 64
Re: Map decompiler
« Reply #7 on: September 19, 2006, 08:35:42 PM »
What does the new version of BSP have over the old one? I mean in terms of my problem.

How would I get PB working for it? I tried once and failed :).

Eiii

  • Autococker
  • Posts: 4595
Re: Map decompiler
« Reply #8 on: September 19, 2006, 10:03:14 PM »
How would I get PB working for it? I tried once and failed :).

Just install the PB mapmaking pack over the new BSP install, worked fine for me.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Map decompiler
« Reply #9 on: September 20, 2006, 01:39:53 PM »
Well, it's more stable for one.  For two, it has lots of handy new things like mouse look that make editing easier and faster.

Eiii

  • Autococker
  • Posts: 4595
Re: Map decompiler
« Reply #10 on: September 20, 2006, 04:36:49 PM »
It keeps messing up the default surface properties of textures, though. Like sky textures not being sky'd, or lit by default.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Map decompiler
« Reply #11 on: September 20, 2006, 07:01:00 PM »
I thought he got that straightened out...

Eiii

  • Autococker
  • Posts: 4595
Re: Map decompiler
« Reply #12 on: September 20, 2006, 09:14:00 PM »
I'm pretty sure I don't have an old version. It never happened in the old BSP.