give me your best decompiler!
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Master-Of-Fungus-Foo-D
- Muffin Man
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give me your best decompiler!
well lets get a list down.. your favorite decompiler... the best one... anybody?
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Master-Of-Fungus-Foo-D
- Muffin Man
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Bjarne BZR
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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
But it makes non-perfect.... yeah... whatever.... youve heard me yap about the evils of decompiling before. Learn for yourselves
To see how they did it. Like what targenames are used and so on.WHats the point of decompiling i they all suck?
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Master-Of-Fungus-Foo-D
- Muffin Man
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yes other than the targetnaming, why cant it make correct brushes? It seems so stupid..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
To see how they did it. Like what targenames are used and so on.WHats the point of decompiling i they all suck?
i use moh bsp to moh map, but isnt there ANYTHING out there better?
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Bjarne BZR
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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.Master-Of-Fungus-Foo-D wrote:i use moh bsp to moh map, but isnt there ANYTHING out there better?
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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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.
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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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.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...
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Green Beret
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Master-Of-Fungus-Foo-D
- Muffin Man
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