#Why already existing maps has problems?
1 messages · Page 1 of 1 (latest)
i have the same issue, no ideas. Need help!
decompiling a map does not give you the actual map vmf, but instead gives you the decompiler tool interpretation of what data it can see
for example, faces that you cant see outside of the map are completely discarded and are left with just the faces that are inside the map, so you lose that geometry and it has to guess what should be there
people can also put ways to intentionally mess up decompile tools within the compiled bsp to try and prevent people from "stealing" their map
tl;dr: map decompiling can be a pain to do because you miss data from the original vmf
Isn't it that in Source engine, you at least still have all of the brush data in a BSP unlike GoldSrc where all for the brush data is lost. I do think it might depend on the map complexity.
Here is my experience with map decompilers:
So I am working on an edit of Crossfire from Deathmatch Source. Editing it to be like the original GoldSrc version, trying to get it as close as possible because It's harder to port the GoldSrc version instead of editing the Source version to be more like GoldSrc. I was able to compile the decompiled Source map, even early on when I did minimal editing, it worked surprisingly, even lighting wasn't full bright. The compile time is long though. The project Isn't finished yet but I did a lot of stuff. The decompiler I use is BSPsrc. Also I watched an old video by 3kliksphilip about map decompiles. He decompiled a CSGO map and there were already more errors than my attempts with decompiling, hint brushes were completely wrong. Be also used BSPsrc. The video is old though and things have changed. I have only decompiled Valve made maps so far. And also constrict from Gmod. Games I decompiled maps from are Half-Life 2, HL2 Episode 2, Deathmatch Source, Portal 1, Counter Strike Source, Half-Life Deathmatch Source and Gmod.