Page 2 of 2

Posted: Sun Feb 27, 2005 2:06 am
by Master-Of-Fungus-Foo-D
THX pantera!! youre awesome! EAH! ahaha i was right LIZARD KID! AHAHAHAHA

Posted: Sun Feb 27, 2005 5:02 pm
by [MOH]GreenMan
OK, the brat found me and I sent him the file. So he should be quiet for now. :lol:

ooohhh All that yelling is giving me a headache. :wink:

Btw? Decompiling maps will work for you as long as you realizethat you will have to rebuild the entire map. It makes a mess but works well as a template to go by to make sure everything is in place like the original. Also, make sure you clean it up and get rid of ALL the original bushes.

Posted: Thu Mar 10, 2005 3:31 pm
by Kentaro-K.21
a something worthy to try?

i tried to ask the future of bsp decompiler for other decompiler working on other quake engined games (not for mohaa).

next long guess/thoughts from my today's research result.



what should we ask for decompiler? possibilies for it:
(1) decrase brush count
(2) recover brush texture coord

if you want any of following purpose, it won't help you from this reply.
(a) asking complete decompilation, no leaks

bsp format of q3a (and mohaa)

Unofficial Quake 3 Map Specs
http://graphics.stanford.edu/~kekoa/q3/#Vertexes

mohaa has sililar bsp format to q3a's one.

decompiler for q3a

i know 2 tools.

q3map2: http://www.shaderlab.com/
BSPC-GUI: http://www.fileplanet.com/35334/30000/f ... -GUI-v0.05

mohaa and q3a shares similar bsp file format, so why not mohaa bsp is downgraded into q3a bsp format?

these tools may contribute to know better decompilation result for issue (1) and (2), if bsp format downgrader exists.

about downgrader

i've written one today.

try to check the q3 bsp decompiler for mohaa bsp maps

how to do:
1. convert mohaa .bsp file to q3a .bsp file.
2. decompile the q3a .bsp file and get .map file.

anyway i tried to compare decompiled result between q3map2 and mohbsptomohmap. (mohbsptomohmap won't need downgrade process)

in conclusion, q3map2 may have good idea to solve the issue (1).
it joined some planes into one box brush, and decrased brush count than mohbsptomohmap.
but i don't know actual way to do it.
q3map2 won't have answer for issue (2).
it (q3map_2.5.16_win32_x86) did NOT try to recover texture coord.

i tested with my bad sample map intr3 and obj_team2 (v2 rocket facility).

result about my intr3:

both decompiler recovered (probably) all brushes in map, recompile for decompiled map reported no leaks.

orignal map filesize: 60,897
map filesize by q3map2: 68,199
map filesize by mohbsptomohmap: 154,420

result about obj_team2:

from q3map2 result,
it is good news that you can watch the neatness map, if you study from the map and even grab parts from decompiled map.
but sometimes q3map2 drops some important wall brushes from map file in any reasons, where it causes to have leak problem. it is not perfect...

map filesize by q3map2: 6,346,289 (6MB)
map filesize by mohbsptomohmap: 16,277,329 (16MB)


recompile for q3map2'ed map passed with leaked warning.

recompile for mohbsptomohmap'ed map file failed.
************ ERROR ************
MAX_MAP_BRUSHSIDES
appendix

rar packed intr3maps/screenshots files.
http://homepage3.nifty.com/kkdf/about_d ... _today.rar

Posted: Thu Mar 10, 2005 6:29 pm
by lizardkid
well there's really no reason for a decompiler anymore, the stock maps are released in .map format and any custom maps can be obstained via author ;)

Posted: Thu Mar 10, 2005 7:19 pm
by Rookie One.pl
Wow, that's a nice research! :shock:

However, the newest version of mohbsptomohmap also reduces the brush count, and it does recover texture coordinates. ;)

Posted: Fri Mar 11, 2005 12:24 am
by Master-Of-Fungus-Foo-D
So? why not decompile SP?i have no clue what reason youd have to do that but hey, its worth a shot

Posted: Fri Mar 11, 2005 7:12 pm
by Kentaro-K.21
lol. i look very idiot to miss recent important news! :oops: . thx lizardkid for info.



* one day, a kid just had fun to know a q3a decompiler performed well than his one *

anyway, i have no good reason to promote decompiler for unpublished stock or other maps. just my curious to know why they produces good result on brush count reduction.



about brush reduction, i'm very amazing that q3map2 (and bspc) completely recovers the original shape on my small map sample. while, mohbsptomohmap increases/decreases brush count beside original ones.
check it now!
http://homepage3.nifty.com/kkdf/images/004/fig1a.png
http://homepage3.nifty.com/kkdf/images/004/fig1b.png
i'm curious to know the trick! i lovew to seek the answer by trial and error.