Decompiling Maps: Difference between revisions

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(Merge Decompiling Valve maps and Getting dirty)
(→‎Decompiling Valve Maps: got rid of the bspsource information because it wasn't really the place for it. substituted the HUGE list with an example for one game)
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* [[BSP Viewer]]
* [[BSP Viewer]]


== Decompiling Valve Maps ==
==Finding Valve Maps==
 
Most maps do not need to be extracted, as they are located in file-system rather than VPK. The map files are normally located in a ''maps'' folder, for example <code>common\Team Fortress 2\tf\maps\</code> holds all the official Team Fortress 2 maps.
The latest decompiler is [[BSPSource]]. Since it is written in Java you need to have the Java Runtime Environment (JRE) installed, which can be downloaded from [http://www.oracle.com/technetwork/java/javase/downloads/index.html Oracle]. Once installed, you are ready to decompile your first map.
{{note|A few games may have extra maps sectioned into other mod folders, for example <code>Portal 2\portal2_dlc1\maps\</code>.}}
 
Most maps do not need to be extracted, as they are located in file-system rather than VPK. The .bsp files are usually located in '''<code>/steamapps/common/<game name>/<game name>/maps/</code>'''.
 
# Go to <code>File → Open</code>.
#* For {{as}}[[Alien Swarm]] maps, open '''<code>\steamapps\common\Alien Swarm\swarm\maps\</code>'''
#* For {{css}}[[Counter-Strike: Source]] maps, open '''<code>\steamapps\common\Counter-Strike Source\cstrike\maps\</code>'''
#* For {{dods}}[[Day of Defeat: Source]] maps, open '''<code>\steamapps\common\Day of Defeat Source\dod\maps\</code>'''
#* For {{hl2}}[[Half-Life 2]] maps, open '''<code>\steamapps\common\Half-Life 2\hl2\maps\</code>'''
#* For {{hl2}}[[Half-Life 2: Deathmatch]] maps, open '''<code>\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\</code>'''
#* For {{ep1}}[[Half-Life 2: Episode One]] maps, open '''<code>\steamapps\common\Half-Life 2\episodic\maps\</code>'''
#* For {{ep2}}[[Half-Life 2: Episode Two]] maps, open '''<code>\steamapps\common\Half-Life 2\ep2\maps\</code>'''
#* For {{l4d}}[[Left 4 Dead]] maps, open '''<code>steamapps\common\Left 4 Dead\l4d\maps\</code>'''
#* For {{l4d2}}[[Left 4 Dead 2]] maps, open '''<code>steamapps\common\Left 4 Dead 2\l4d2\maps\</code>'''
#* For {{portal}}[[Portal]] maps, open '''<code>steamapps\common\Portal\portal\maps\</code>'''
#* For {{portal2}}[[Portal 2]] maps, open '''<code>steamapps\common\Portal 2\portal2\maps\</code>'''
#* For {{tf2}}[[Team Fortress 2]] maps, open '''<code>steamapps\common\Team Fortress 2\tf\maps\</code>'''
{{note|Left 4 Dead, Left 4 Dead 2 and Portal 2 also have other folders for DLCs, for example:
'''<code>steamapps\common\Portal 2\portal2_dlc1\maps\</code>'''.}}


== Before you go ==
== Before you go ==

Revision as of 19:57, 24 June 2018

Template:Otherlang2 Decompiling is the process of taking a compiled level and generating a source that can be opened in a map editor. Decompiled levels mimic the original source, they are not exact reproductions. This makes them useful for learning, measurement, and inspection, but not direct recompilation. The original source is ideal for reproductions or modifications.

Releasing reproductions, modifications, or approximations of another's work without permission nor credit is frowned upon and may be considered as a copyright violation.

Tools

  • EntSpy (used to view and edit the entities of a BSP without recompiling)
  • BSPSource (open source map decompiler for Source engine maps, based on VMEX)
  • VMEX (decompiler for Source engine maps)
  • MapFool (helps porting HL1 maps to Source)
  • xwad (command-line tool to convert texture formats)

Tools for the HL1-engine:

Finding Valve Maps

Most maps do not need to be extracted, as they are located in file-system rather than VPK. The map files are normally located in a maps folder, for example common\Team Fortress 2\tf\maps\ holds all the official Team Fortress 2 maps.

Note.pngNote:A few games may have extra maps sectioned into other mod folders, for example Portal 2\portal2_dlc1\maps\.

Before you go

Before you take this jump to run off and decompile a map take a second or two to think, "What am I trying to learn/do?". Read the included TXT files, you may just find the creator's e-mail, and that could be more helpful than you imagine.

Some mappers will offer up help and advice, they may even go so far as to provide perfect examples of what you were trying to "borrow" from the map.

See also