BSP2MAP: Difference between revisions
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Warning:It is recommended to use MBSPC or Half-Life Unified SDK's decomplier instead as it's provide better result than both WinBSPC or BSP2MAP.
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{{warning|It is recommended to use [[Half-Life Unified SDK]]'s decomplier instead as it's provide better result than both [[WinBSPC]] or BSP2MAP.}} | {{warning|It is recommended to use [[MBSPC]] or [[Half-Life Unified SDK]]'s decomplier instead as it's provide better result than both [[WinBSPC]] or BSP2MAP.}} | ||
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'''BSP2MAP''' is a decompiler for [[GoldSrc]] maps written by Skyler 'Zipster' York. It converts the [[.bsp]] files into [[.map]] files, which can then be loaded into [[Hammer Editor]].{{clarify}} | '''BSP2MAP''' is a decompiler for [[GoldSrc]] maps written by Skyler 'Zipster' York. It converts the [[.bsp]] files into [[.map]] files, which can then be loaded into [[Hammer Editor]].{{clarify}} |
Revision as of 04:20, 15 June 2023


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BSP2MAP is a decompiler for GoldSrc maps written by Skyler 'Zipster' York. It converts the .bsp files into .map files, which can then be loaded into Hammer Editor.[Clarify]
Limitations
- Unfortunately, Goldsource maps do not store enough information for brushwork, so the geometry has to be recreated using the polygons.
- BSP2MAP hollows out all brush-based entities with a thickness of one unit due to the way it decompiles maps.
BSP2MAP's attempt to decompile HL crossfire
See Also
External links
- BSP2MAP Download start after click. @ Yabkoy
- BSPTwoMap vs. WinBSPC Comparison of the 2 decompilers (also where the above and below 2 images were taken from)
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