Re: BSP Editing?
Posted by reaper47 on
Sun Oct 1st 2006 at 3:18pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
officially it's impossible.
There are buggy decompilers, though (see Natus' post).
Alternatively you can open the bsp with an editor and look for entity settings. "developer 3" in console can show you how triggers work in game.
Maybe we can help you with the "something" also!
Re: BSP Editing?
Posted by Campaignjunkie on
Sun Oct 1st 2006 at 10:42pm
Posted
2006-10-01 10:42pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
Even if it's a little buggy, Vmex should be good enough to figure out entitywork. HL2 decompiling is better than HL1 decompiling in general because the HL2 BSP format keeps all the brush information when compiling.
Re: BSP Editing?
Posted by satchmo on
Tue Oct 10th 2006 at 9:29pm
satchmo
member
2077 posts
1809 snarkmarks
Registered:
Nov 24th 2004
Occupation: pediatrician
Location: Los Angeles, U.S.
The Source SDK from Valve already has numerous maps that serve as examples for entity usage. Why is it necessary to decompile other maps?
I don't know, but I never liked people decompiling things. It just feels devious and immoral to me.
It's perfectly possible to learn mapping without ever resorting to decompile one single map. Most of us have never done it.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: BSP Editing?
Posted by Phoenix492 on
Fri Oct 20th 2006 at 9:33pm
7 posts
1 snarkmarks
Registered:
Sep 15th 2006
Occupation: Aircraft Engineer
Location: UK
Well, for people just starting out to edit maps, the best people to learn from is Valve themselves surely? If people decompile other peoples maps to cut and past pieces..thats just wrong.
However i don't feel that everyone should be tarnished with the same brush of being "devious" or "immoral". I have never done it, and never will. I don't see the point - if i can't make something that good - i can't. End of Dit.
And it is possible to learn somethings without decompiling i agree - however - wanting to learn indepth about AI_relationships and the like isn't a subject many people online will write tutorials about - simply because to do the basic is too easy, and to do things that Valve have managed requires more thinking - and some brilliance - So personally, to get that desired effect, i would prefere to study the HL2 maps, and see how they have managed to do that, and then take it a step further - if possible.
Unless, of course - someone who has never "decompiled one single map" wishes to write indepth tutorials on every prop, entity, brush etc in Hammer - decompilers will always be used - so the brilliance of HL2 can be shared, and perhaps, taken a step beyond.
I'm sorry if that sounds harsh - but that last comment pi**ed me right off.
Re: BSP Editing?
Posted by reaper47 on
Sat Oct 21st 2006 at 2:29pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
I don't see anything wrong with decompiling Valve maps if it's solely to learn about difficult entity works.
I think what satchmo meant was more that it's not nice to sniff around in other people's maps, copy compilcated innovative things the original author probably spent months to figure out and then claim you have made it all yourself. Especially with user-made maps.
I wouldn't feel bad for decompiling a standard Valve map (which I never did, I must say) to figure out something. For maps made by other users I think it's a question of politeness to ask the author and mention him in the readmes. Which mostly makes decompiling the map unncessary in the first place.