Decompiling problem


(Igloo) #1

Hello there!

I haven’t posted for weeks, now i got a problem… i mean that after converting .bsp to .map i have the results, but textures are not in a correct size, position, etc. :confused:

I use q3map2 Toolz. What am i doing wrong/what options such as -v should i add? :???:

Pls help me. Thanks!


(nUllSkillZ) #2

That’s a normal problem if you de-compile a bsp into a map.
Also the information of detail and structural brushes get lost.


(kamikazee) #3

Besides… Decompiling should only be used in cases of emergency, or if you just need a quick peek at how someone else did something particular.

So graphical issues shouldn’t matter, unless you were planning to literally copy some part.


(Igloo) #4

I need the best quality… why? I have to remake one, small map for a Polish Electronic Sports World Cup.

So it isn’t stealing, but just adding some graphics. Thats all.

I got the info. from my friend. He told that he has not this problem… so i think that i am doing something wrong :blah:


(Shaderman) #5

Did you try to get the source of the map?


(nUllSkillZ) #6

May be you could use “remapshader” in a modified script or make a graphical minimod.
Anyway you should ask the original author for permission.


(Igloo) #7

I type this command:

"C:\Program Files\GtkRadiant-1.4\q3map2.exe" -convert -format map -game et "C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\my_map.bsp"

How looks your command, nUllSkillZ? Or how should it looks like? :???:


(kamikazee) #8

It seems to look ok.

There is no right way to decompile, it just works or not. If you feel that you lost too much quality, try to avoid decompiling at all.
As nUllSkillZ said, there are ways to change a texture in a map without actually touching the BSP. Scripting allows to “remap” about 14 shaders (safety limit) with another one, so you could “remap” specific areas of the map.

Look for special places in the map where the mapper used a unique texture. If you then look to the shadername in your decompiled map, you can “remap” that shader using the “remapshader” command in an ETPro script. Then you only need to package your new textures, and ask an admin to install the script.


(nUllSkillZ) #9

Another idea:
If it’s for ET-Pro / ET-Pub servers you could use an ET-Pro-mapscript.
Scripting in ET Pro 3 @ bani’s forums

Graphical minimod:
You are looking for a texture in the map that you want to replace.
Just name your new texture the same way that the old one in the map is named (with path).
Zip it into a pk3-file named “z_mymapmod.pk3” (for example).
And place this file in the etmain directory.
Be aware that this mod will also replace this texture in all other maps that use the same texture.


(Igloo) #10

Thanks for help. It’s really very useful :clap:

Greetz,
Igloo :moo: