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Decompiling fun [Print this Article]
Posted by: Bulk
Date posted: Jan 02 2004
User Rating: 4 out of 5.0
Number of views: 6449
Number of comments: 8
Description: N/A
For a long time, if you ever wanted to decompile a map to look at how something was put together, you would have to use the rather unsatisfactory WinBSP. However thanks Zipster, we now have a better alternative, "BSPTwoMAP" is a command line map decompile program. Here is the description from the readme that explains it all.

 QUOTE  
The purpose of BSPTwoMap is to decompile a Half-Life BSP file into a MAP file viewable in Valve's Hammer editor.  The ultimate goal of this application is to produce something that can be easily recompilable (using Zoner's compile tools) into a working version of the map.  In addition, any textures that are stored in the BSP will be extracted into a custom WAD file created by the application.


It's not quite finished yet, and there are a few issues you need to be aware of which you can learn about in the readme. You can grab the program from our local mirror.

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User Comments Showing comments 1-8

Posted By: Zipster on Jan 03 2004 at 07:47:13
I also always keep an updated version here - http://www.seas.upenn.edu/~skyork/apps/BSPTwoMAP.zip
The current version is 1.2b

Posted By: songokudbh on Jan 03 2004 at 14:29:39
i have a problem
when i decompile a map of one of my mappers it crashes when start extracting the textures

can somebody help me?

Posted By: EarthQuake on Jan 03 2004 at 21:27:38
I wish I had this during my dark era of mapping.

Posted By: Zipster on Jan 04 2004 at 02:15:43
Version 1.3b has been uploaded. See if it fixes your texture extraction problem songokudbh.

Posted By: songokudbh on Jan 04 2004 at 20:39:45
the map file is corrupt thats why it chrashed

but congrats to u for this amazing tool
i helped me alot for redo my maps

Posted By: jim_the_coder on Jan 04 2004 at 22:16:10
Not trying to steal anything from Zipster but I swear I saw another program designed to do the same thing recently...except now I can't find it. Ah well.

Posted By: Zipster on Jan 05 2004 at 07:03:01
Alright, version 1.4b is up. You can now decompile Blue-Shift maps, and brush-based entities with origins are now handled properly.

Posted By: xelous on Jun 14 2004 at 00:08:45
HI, I just used your tool, as havign come back to my map project I found that the RMF has simply not saved (DAMN BETA VERSION OF HAMMER).

but your pgormgram has created blockas 6 slices, and it has basically doubled each wall, solids are now cavities etc....

I wondered if there something i have missed to set it not to do this?

Cheers

Xel


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