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Converting a BSP to MAP - many problems !!!
Posted: Wed Feb 16, 2005 6:23 pm
by mcunha98
Hi People,
I try convert map file in BSP format to MAP file, but never work correctly !
I think the reason of the problem is my version of MOH:AA BSP TO MAP conversor (i worked with 1.53 version), searching in NET i find the last version of conversor (2. some thing).
But the conversion dont work correctly, for sample a stair dont have a simple solid of 16x16, he convert to many solids (between 4X4).
This problem exist with all people, or i make some wrong thing ????
Posted: Wed Feb 16, 2005 6:38 pm
by seere
Life is never that simple and this is an example.
Your problem is comon, the bsp-->.map converters cause the brushes to split (usualy if a brush has 4/6 textured sides it will split into 4/6 pieces).
Some converters are better than others but all need alot of work to make it into a complilable map.
Seere.
Posted: Wed Feb 16, 2005 7:16 pm
by At0miC
Yea, it's a big hell to fix all those brushes

, but there are some who spended a lot of time to fix everything like the converted stalingrad maps.
Posted: Wed Feb 16, 2005 10:38 pm
by Master-Of-Fungus-Foo-D
in short, ive got an answer to the questiong.. if you had used the search function, there are many posts ndm y answer is 'DUH!'
life is never that easy and probably NEVER will be! anyway why IS it so hard for the decompiler to get everything right? I you can compile it right, why cant you decompile it right?
Posted: Thu Feb 17, 2005 1:03 am
by mcunha98
Well....
No solution for this problem ...

Posted: Thu Feb 17, 2005 1:06 am
by Master-Of-Fungus-Foo-D
correct...
if youre willing to fix ALL the problems, ya got yourself a perty good map
Posted: Thu Feb 17, 2005 4:07 am
by Balr14
Master-Of-Fungus-Foo-D wrote:in short, ive got an answer to the questiong.. if you had used the search function, there are many posts ndm y answer is 'DUH!'
life is never that easy and probably NEVER will be! anyway why IS it so hard for the decompiler to get everything right? I you can compile it right, why cant you decompile it right?
In basic terms, BSP converts all surfaces into triangles. A simple rectangular face has 2 triangles; a simple rectangle brush can split into 6 triangles; every place where a surface meets another surface causes triangle splits (sometimes quite a few). Do the math, it adds up. Once converted by BSP there is no way for a decompiler to know what the original brush looked like. It's like trying to put Humpty Dumpty back together.