BSP2MAP: Difference between revisions

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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.}}
{{cleanup}}
{{cleanup}}
'''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

Warning.pngWarning: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]

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.
WinBSPC's attempt to decompile HL crossfire
Half-Life Unified SDK's attempt to decompile HL crossfire
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)