Tremulous Forum

Media => Mapping Center => Topic started by: Navras on January 06, 2010, 09:06:42 pm

Title: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: Navras on January 06, 2010, 09:06:42 pm
OK so I have used the search feature and gone to every thread about decompiling but I don't understand how to do it. I'm really really noobie at this sort of thing so if someone could walk me through it step by step and not just direct me to a link which I have might have already gone to.

Sorry for being a pain.

Thanks heaps in advance!!
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: CATAHA on January 06, 2010, 11:01:55 pm
Google: q3map2 map decompiler

Quote from first result link:
Decompiling into a .map
Q3Map2 can decompile a .bsp into a .map. This procedure is by no means perfect, and you should never take anything from others maps, but decompiling is map is good to "see how it's done".
Put the .bsp that you want to decompile into the same directory as q3map2.exe
Open the command prompt and browse to the folder which contains the .bsp and q3map2.exe
Type
q3map2 -game [game abbreviation] -convert -format map [name of the bsp file].bsp
So if the .bsp is called testmap.bsp and you use Jedi Academy, you use this:
q3map2 -game ja -convert -format map testmap.bsp
You should then find a .map in the same folder as q3map2.exe and the .bsp.

Little hint - some textures on decompiled map can loose they align. Can be easily fixed. =D
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: Navras on January 06, 2010, 11:31:13 pm
I'm sorry I don't quite follow, by directory do you mean file? and what is the command prompt?
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: CATAHA on January 07, 2010, 11:54:23 am
I'm sorry I don't quite follow, by directory do you mean file?
You must put your *.bsp file in directory where your q3map2.exe file.

Quote
and what is the command prompt?
q3map2 -game [game abbreviation] -convert -format map [name of the bsp file].bsp

PS If its too difficult - just tell source from which map you wanna get. For me its faster decompile map for you. =D
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: MitSugna on January 07, 2010, 07:09:45 pm
hacking threads are forbidden in this forum
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: CATAHA on January 08, 2010, 03:21:24 am
Lol, its not 'hacking' until u follow copyright agreeements from map you want decompile. Some maps can be decompiled and converted for other mods, some not. Anyway i think you can just see 'how it done'. =)
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: Ingar on January 08, 2010, 06:23:00 pm
Don't use decompiled maps as a tutorial, the brushes will be very weird, and some stuff (like lights) might be missing.
Depending on your q3map version the texture alignment might be broken too.

There are legitimate uses for decompiled maps, but you'd want to avoid it for practical reasons alone.
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: Navras on January 08, 2010, 08:16:25 pm
I only wanted the map for scale, I'm not going to use anything from it  ::)
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: CATAHA on January 08, 2010, 09:35:13 pm
May be you need player/building sizes instead? =D
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: UniqPhoeniX on January 08, 2010, 10:10:48 pm
Or the /viewpos command? (Just add your BBox size if you are measuring something).
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: Plague Bringer on January 08, 2010, 10:57:55 pm
This is actually a good idea  for checking out how good rooms were built. Sizes, relative sizes, positions, etc.
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: Plague Bringer on January 09, 2010, 03:55:53 pm
Sorry for the double, but this is a bit of a required bump.

Okay, so I can successfully decompile maps. By that, I mean that I run the decompiler and get a .map. I've tried  both methods I'd discovered of decompiling. Through command prompt (as described earlier in this thread) and the shortcut > properties > target method (create a shortcut, right click it, navigate to the shortcut tab, and in the target bit, put in
Code: [Select]
"C:\Program Files\Tremulous\netradiant-392-win32\q3map2.exe" -game [game abbreviation] -convert -format map where [game abbreviation] is trem, in this case. Both result in the same thing. That thing is a .map that is empty of all brushes and entities. I'm entirely unsure of what the issue is, but it's incredibly irritating.
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: mooseberry on January 09, 2010, 06:54:34 pm
Sorry for the double, but this is a bit of a required bump.

Okay, so I can successfully decompile maps. By that, I mean that I run the decompiler and get a .map. I've tried  both methods I'd discovered of decompiling. Through command prompt (as described earlier in this thread) and the shortcut > properties > target method (create a shortcut, right click it, navigate to the shortcut tab, and in the target bit, put in
Code: [Select]
"C:\Program Files\Tremulous\netradiant-392-win32\q3map2.exe" -game [game abbreviation] -convert -format map where [game abbreviation] is trem, in this case. Both result in the same thing.

Thanks! But this was said in the second post in this thread.
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: Plague Bringer on January 09, 2010, 07:07:47 pm
Thanks! But this was said in the second post in this thread.

Reread that post; I suggested a different method, though somehow in my idiocy I forgot to mention my problem (as follows)..
Quote
a .map that is empty of all brushes and entities. I'm entirely unsure of what the issue is, but it's incredibly irritating.
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: UniqPhoeniX on January 09, 2010, 07:25:52 pm
What is the size of the .map? Try opening it and a .map you saved with radiant in a text editor and compare the syntax.
Title: Re: Decompiling a map, I know this has been in like 20 threads, just help me plz
Post by: ULTRA Random ViruS on December 26, 2012, 06:11:52 am
Sorry about reviving a dead topic, but every time i decompile a map, it decompiles in "0 seconds" with  a 1 kb .map with nothing in it.
The reason why i want to decompile is so i can use the "hardest 1.1 map" called strafserie_b and make a gpp version of it by times the length by 1.3/1.4 of every platform.
I also want to create my own strafe maze map and using the units for the gaps will help, since trial and error is very time consuming [compiling maps take longer than compiling qvms apparently]