Beta Worldmap Discussion

evilsquirrel

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J-M v2.5.5 said:
DeBSP v1.0? Winbspc v1.2? BSPTwoMap v1.4b?

do you really want people to know all those names J-M? they might try to decompile ships out of maps to put in thier own ;)

*stares at gurluas*


but no, its none of those.
 

evilsquirrel

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J-M v2.5.5 said:
If people want to publish laggy fullbright piece of crap maps with geometrical errors and leaks all over, they can be my guests.


its got no leaks, isn't fullbright and havent noticed lag...so quiet you :p

if there does turn out to be some lag, i can fix it.
 

evilsquirrel

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WOW

nevermind that no leak comment, theres apparently a leak STRAIGHT THROUGH A SOLID BRUSH...

guess it wont work after all :*(
 

Thothie

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Should link up that decompiler anyways, if it makes cleaner decompiles than BSPtoMap, it'll help with positioning things.

But yeah, most decompilers leave you with such a mess that there tend to be plenty of places where the clip map stops you for no reason, or worse - you fall straight off the map.

Can you try it on Skycastle? That's a pretty simple map, maybe it can handle that one in some salvagable fashion.
 

evilsquirrel

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yeah, its much cleaner than BSPtwoMAP


as for skycastle...looks like its coming up with the same error as challs...

you can try it though - might have different results, and it dun take more than a few seconds...

as for that decompiler -

*linky*
 

Thothie

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Meh, doesn't even get as far as generating an error on mine, just goes *poof*

BSPtwoMap can decompile Skycastle, but it turns it into some sort of 3D crack kaleidoscope.
 

J-M v2.5.5

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evilsquirrel said:
J-M v2.5.5 said:
DeBSP v1.0? Winbspc v1.2? BSPTwoMap v1.4b?
its none of those.
Hahaha it is Winbspc! Just a slightly newer version. But whatever, Winbspc blows. The best decompiler is still BSPTwoMap.

The Man In Black said:
J-M v2.5.5 said:
laggy fullbright piece of crap maps with geometrical errors and leaks all over
> ms_quest.
You can't be serious.
 

The Man In Black

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Yeah, BSPTwoMap rules...If you want a bunch of one unit thick blocks with no texture and about 100 brushes that can't be decompiled...
 

J-M v2.5.5

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You have no ****ing clue what you're talking about, as usual. BSPTwoMap is the only one of these compilers that actually shows you textures. Winbspc and DeBSP don't show you textures.

All compilers give you tons of errors, of course, but at least BSPTwoMap shows you textures.

Man, do your god damned research.
 

The Man In Black

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I "did my research" when I decompiled several maps that almost always ended up all white.
 

J-M v2.5.5

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Then you don't have the wadfiles that map uses loaded up in Hammer. Holy freaking duh. That happens with every map source, decompiled or not, MAP or RMF.

Edit: And when you open a MAP file in Notepad, you can actually see the names of the wadfiles that map uses.
 

PBarnum

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woah woah woah. I use winbsp and I get textures with minimal errors (usually). BSPtwoMap gives me the same results.

the only difference I see in both decompilers is that winbsp gives 100 unit walls and BSPtwoMap gives 1 unit thick hollow walls.
 

Orochi

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Sorry J-M, but winbspc is far better in my experience.
 

evilsquirrel

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this new version of winbspc takes a large chunk and uses the clip tool to cut it up into the desired shape (your map), it then does a "Best match" texture application if you tell it to...which aligns them wrong, so make hammer hide objects, select all, and align to face to fix that.

and it usually only messes up small complex bits, there dont appear to be leaks, but there are some odd ones in there...the decompiled map also runs smoother than in bsptwomap since its just been clipped like crazy instead of had the ammount of brushes multiplied by 20 or so.
 

Gurluas

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i wish someone made a decompiler that decompiled maps properly.
 

PBarnum

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never going to happen. all a decompiler does is "guess" where the brushes start and stop.

thats why your only supposed to get ideas and find out how a mapper did something with decompiles, not to map with them.
 

J-M v2.5.5

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VMEX is damn good. However, there are ways to make your map impossible to decompile (three methods which the author actually programmed into VMEX) by VMEX.
 

J-M v2.5.5

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Also the third method that involves creating a non-entity brushwork constructed with three solids? I don't think you can pass that :eek: The prefab thing I mean.
 

evilsquirrel

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probably not, but i'm thinking most people would just use the ONE that they tell you about on the VDC - which is adding a keyvalue to any entity which tells it that the map cant be decompiled.
 

vecraude

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Ok I caught this topic at the peak and was either to drunk, tired, or sleepy to really read through...but if my eyes really do tell me right and the map indicates the lvl caps of each map on the server...then why didnt ya just put it in simple text as to let people actually listen to words than have to look back three or four times at a key to get the right areas down?

I dunno how you would do it...and dont think im a jerk for doin this but its just a little odd seein as you would go through the trouble to display a key such as that and not put nothing in text...but I would probably have done a text simular to...

Lvl 10-20 mapname,mapname,mapname,mapname
Lvl 20-30 mapname,mapname,mapname,mapname etc.

and toss in a little info on the enemies and the enviroment as well as (if you feel is needed) element properties,challenge ratings, and maybe even class specifications.

I dunno the mods great and its addicting...thats what its there for...but an RPG this epic can be taken to new heights with this kind of information...I mean cmon this is also common D&D info...ya gotta know whats what in the field lol.

But hey im just pitching ideas at ya and its up to you on if ya wanna go indepth that far or just keep it under a freebase MMORPG where you kill, you lvl, and you quest.

Feel free to comment as seen fit I enjoy feedback from the minds of many.
 
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