give me your best decompiler!

General Discussion about Medal of Honor: Allied Assault and Pacific Assault.

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Master-Of-Fungus-Foo-D
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give me your best decompiler!

Post by Master-Of-Fungus-Foo-D »

well lets get a list down.. your favorite decompiler... the best one... anybody?
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lizardkid
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Post by lizardkid »

i dont use one, so my favorite is Null 0.00
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

ok, give me a good link? one you know with good decompiling abilities? WHats the point of decompiling i they all suck?
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Bjarne BZR
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Post by Bjarne BZR »

I use mohbsptomohmap ... Here: http://ff.lmao.cc/ftpdir%5CBjarne/mohbsptomohmap.zip

But it makes non-perfect.... yeah... whatever.... youve heard me yap about the evils of decompiling before. Learn for yourselves ;)
WHats the point of decompiling i they all suck?
To see how they did it. Like what targenames are used and so on.
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

Bjarne BZR wrote:I use mohbsptomohmap ... Here: http://ff.lmao.cc/ftpdir%5CBjarne/mohbsptomohmap.zip

But it makes non-perfect.... yeah... whatever.... youve heard me yap about the evils of decompiling before. Learn for yourselves ;)
WHats the point of decompiling i they all suck?
To see how they did it. Like what targenames are used and so on.
yes other than the targetnaming, why cant it make correct brushes? It seems so stupid..

i use moh bsp to moh map, but isnt there ANYTHING out there better?
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Bjarne BZR
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Post by Bjarne BZR »

Master-Of-Fungus-Foo-D wrote:i use moh bsp to moh map, but isnt there ANYTHING out there better?
No. Because a lot of information in a *.map file is lost when it is compiled. A *.map file contains more geometrical data than a *.bsp file, and because of this: a *.bsp does not have enough data in it to create the original *.map file.

So to better recreate a *.map file, you would need to make the decompiler take a wild guess as to how the original file looked. And making computers guess is a bit hard :)
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Rookie One.pl
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Post by Rookie One.pl »

Get a newer version - it even recovers the texture coords. However, there's one thing I don't understand - all brushes are... hmm... doubled? I mean, every brush has a corresponding one with common/black texture... No idea why... :?

Anyway, I'm decompiling maps mainly for getting origins and scales for things I spawn in maps by script. It's more reliable than running around the map and using coord. ;)
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Bjarne BZR
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Post by Bjarne BZR »

Rookie One wrote:However, there's one thing I don't understand - all brushes are... hmm... doubled? I mean, every brush has a corresponding one with common/black texture... No idea why... :?
This is because the quake engine does not use brushes. It only uses planes. So to the quake engine a brush is 6 planes limiting an area of the world. And many of these planes ate optimized away in the compiling process. So whan a decompiler finds a plane that used to be a part of a brush in the map file: it can not acurately recreate the brush because some of the planes definig the brush is simply not there anymore.
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Green Beret
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Post by Green Beret »

yea,not to mention all the triggers disapear.i grabbed a guard tower from a SP map,and it had so many duplicate textures it was rediculous.i had to X it because it quadrupled my compile time :(
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

why not caulk it to get rid of the doubled textures? then retexture :wink:
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