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give me your best decompiler!

Posted: Wed Feb 16, 2005 10:42 pm
by Master-Of-Fungus-Foo-D
well lets get a list down.. your favorite decompiler... the best one... anybody?

Posted: Wed Feb 16, 2005 10:54 pm
by lizardkid
i dont use one, so my favorite is Null 0.00

Posted: Wed Feb 16, 2005 10:57 pm
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?

Posted: Wed Feb 16, 2005 11:17 pm
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.

Posted: Thu Feb 17, 2005 12:54 am
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?

Posted: Thu Feb 17, 2005 8:41 am
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 :)

Posted: Thu Feb 17, 2005 12:21 pm
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. ;)

Posted: Thu Feb 17, 2005 12:52 pm
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.

Posted: Thu Feb 17, 2005 1:44 pm
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 :(

Posted: Thu Feb 17, 2005 8:43 pm
by Master-Of-Fungus-Foo-D
why not caulk it to get rid of the doubled textures? then retexture :wink: