MBSPC
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Modified BSP Converter ("MBSPC") which is a cmd map decompiler for Goldsource games, written in C++. It converts BSP files into sources AAS and .MAP ones that can be loaded in Hammer.
Features
- Works on 99% of the maps.
- Few bugs to fix in decompiled maps. (Invalid solid structure)
- Proper textures places
- Load huge BSPs
- Customizable decompile options
Disadvantages
- Complex shapes aren't decompiled perfectly, still need a lot of manual fixing, or redo from scratch.
- On windows 10 it works fine, on windows 7 some of you can get missing .dll errors, like "ucrtbased.dll". You can google the .dll, and you will find out you need to install Visual Studio 2015, .NET Framework or Visual C++ Redistributable...
- No GUI, command line only
- Only Tree-Based decompiles
- Does not automatically extract embedded textures
Commands
bsp2map <[pakfilter/]filter.bsp> = convert BSP to MAP
bsp2map220 <[pakfilter/]filter.bsp> = convert BSP to Valve 220 MAP
bsp2aas <[pakfilter/]filter.bsp> = convert BSP to AAS
reach <filter.bsp> = compute reachability & clusters
cluster <filter.aas> = compute clusters
aasopt <filter.aas> = optimize aas file
aasinfo <filter.aas> = show aas file info
entlist <[pakfilter/]filter.bsp> = extract entity list
texinfo <[pakfilter/]filter.bsp> = extract texture list
output <output path> = set output path
threads <X> = set number of threads to X
cfg <filename> = use this cfg file
optimize = enable optimization
noverbose = disable verbose output
breadthfirst = breadth first bsp building
capsule = use spherical collision model
nobrushmerge = don't merge brushes
noliquids = don't write liquids to map
freetree = free the bsp tree
nocsg = disables brush chopping
forcesidesvisible = force all sides to be visible
grapplereach = calculate grapple reachabilities
Screenshots
- MBSPC1.jpg
MBSPC decompiles #1
See Also
- [Decompiling_Maps#GoldSrc Decompiling maps]
External links
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