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03-04-2004, 12:58 AM
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#1
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Rookie
Join Date: Sep 2003
Posts: 124
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Decompiling?
Yea. How do you decompile a map? Now, before you all jump at me and demand my head on a pike, let me tell you why it is that I want to know this.
As you may or may not know, Hydroball was released at jk2files.com . The map is..well...come to your own opinions. I want to try making my own, to see if I can't improve on it. But he uses specialized traggers and stuff...and I need to see it being used before I can duplicate. So please, will some kind soul tell me how to decompile?
Where there is light, there is shadow.
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03-04-2004, 03:38 AM
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#2
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lunatic
Join Date: Sep 2002
Location: Pants
Posts: 1,502
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Just email the guy who did this
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03-04-2004, 05:33 AM
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#3
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Join Date: Jan 2003
Location: Raleigh
Posts: 316
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update your Q3Map2 (it's a good time to do that anyway, 2.5.13 was officially released today)
put this into a .bat file:
Code:
"C:\path\to\q3map2.exe" -convert -format map -v -fs_basepath "C:\path\to\Gamedata" "C:\path\to\map.bsp"
you'll end up with map_c.map in your maps folder.
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03-04-2004, 10:50 AM
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#4
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Veteran
Join Date: Sep 2003
Location: Leeds, UK
Posts: 952
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lol I just replied to a PM by him before I saw this, ugh. Ah well rgoer said the same I did, just not in as many words.
Oh and the bat file I gave you with the %1 in it allows for the drag-drop decompiling 
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03-04-2004, 05:09 PM
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#5
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Junior Member
Join Date: Jul 2003
Location: Santa Cruz CA
Posts: 340
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if you have q3map2, type this command into the run command under the start menu-
"C:\Program Files\Lucasarts\Star Wars Jedi Knight Jedi Academy\GameData\Radiant-1.4\q3map\q3map2.exe" -convert -format map -game jk2 mymap.bsp"
Replace the file path info with the correct info on your system.
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03-07-2004, 02:32 PM
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#6
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Rookie
Join Date: Oct 2003
Location: Studying or animating...
Posts: 75
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Shouldn't you write THIS slash...
/
indeed of this....
\
I always use the first one... 
Joining the academy - project
I'm the animator... Yes, I'm an animator... Ever seen an animator?
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03-08-2004, 06:43 AM
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#7
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Rookie
Join Date: Jan 2004
Location: around
Posts: 138
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i think you wil find most mappers ok with u copying their ideas for use in your own maps, but nearly ALL mappers do not approve of ANYONE directly copying from their map. and neither do i. so best of luck to ya. if u got a problem with triggers just ask it, dont try copying directly from another map. 
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03-08-2004, 12:17 PM
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#8
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Rookie
Join Date: Oct 2003
Location: Studying or animating...
Posts: 75
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Ever thought that probably he just wants a piece of a JK2\JA map? Ever thought that he probably wants to understand\see a complete good map with triggers, lights, various entities?
Joining the academy - project
I'm the animator... Yes, I'm an animator... Ever seen an animator?
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06-07-2004, 11:37 AM
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#9
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Invisible
Join Date: May 2003
Posts: 1,175
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Quote:
Originally posted by Lil Killa
Just email the guy who did this
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It's not as easy as you think, because Rich Whitehouses e-mail adress is gone!
I've looked for it, but i really can't find it!
(I have to ask him if I may use his hydroball water shader)
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07-16-2004, 09:53 AM
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#10
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Rookie
Join Date: Jun 2004
Location: Switzerland
Posts: 99
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Sry, for reputing this thread, but I tried to decompile a test map with this:
Quote:
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"C:\Programme\Mapping\Q3Map2\q3map_2.5.15_win32_x8 6\q3map2.exe" -convert -format map -v -fs_basepath "C:\Programme\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData" "C:\Programme\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\Base\maps\map.bsp"
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Ok, everything's fine in the little room, so I tried to decompile one of my map, which is little too (*.bps=2mb). Ok, everything fine again *g*
So I took a bigger map (The *.bps=12mb) it started the prcess, everything ok, but when I wanted to open it, my radi was frozen :/ And always, when I want to decompile some big maps, it's frozen, I only can decompile littel maps :/
#JK3Maps:
Castle of Sith (v. 1.1) 100% / Download
Castle of Darkness (v. 1.0) 7% / Screens
©2004 by Ice Dyn4stY™
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07-16-2004, 10:11 AM
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#11
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White Dragon
Join Date: Nov 2002
Posts: 3,250
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Yup, decompiling maps is no where near perfect, most of the time, complicated brushes get deformed, several brushes duplicate (run brush clean up) and textures are unfitted. This is a good thing, it stops people from copying  ermmm.. most of the time.
Try a different method of decompiling and see if it works 
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07-16-2004, 10:39 AM
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#12
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Rookie
Join Date: Jun 2004
Location: Switzerland
Posts: 99
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I don't want to put things form an other map in my map, but I want to see a really professioanl map...and it works in little maps, but when I decompile a bigger one, I cant open it in my radi :/
#JK3Maps:
Castle of Sith (v. 1.1) 100% / Download
Castle of Darkness (v. 1.0) 7% / Screens
©2004 by Ice Dyn4stY™
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07-16-2004, 10:48 AM
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#13
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White Dragon
Join Date: Nov 2002
Posts: 3,250
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hmmm.. what happens? it starts to load... then what, look at the little console window at the bottom and see if there are any errors. Remember a map that is 12 MBs is a big map, it would take a while to load.
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07-16-2004, 10:58 AM
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#14
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Rookie
Join Date: Jun 2004
Location: Switzerland
Posts: 99
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No 
okay, I have the bsp (12mb) but after decompile it's 6mb!
When I take the little one:
bsp=2mb and the map file 200kb and I can open it. But the bigger one map file (6mb) I can't open....and I think it's strange, that the bsp (of the big one) is 12mb and the map file 6mb(!!!)
#JK3Maps:
Castle of Sith (v. 1.1) 100% / Download
Castle of Darkness (v. 1.0) 7% / Screens
©2004 by Ice Dyn4stY™
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07-16-2004, 05:06 PM
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#15
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White Dragon
Join Date: Nov 2002
Posts: 3,250
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well, I decompiled t2_rogue, which was 12 Mbs, and the MAP was 3.6 MBs. There are some maps that cant be decompiled... Ive tried to decompiled academy1 (the first level) and that map wont run. Try a map like t2_dpred, or t2_rogue, I know they decompile. T2_rogue had a bunch of errors and took a while to load though...
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07-17-2004, 08:45 AM
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#16
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Rookie
Join Date: Jun 2004
Location: Switzerland
Posts: 99
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Okay, thnaks you very much!  It works =) But why does some maps doesnt decompile correct?
And why aren't there any misc_models and lights? O_o
#JK3Maps:
Castle of Sith (v. 1.1) 100% / Download
Castle of Darkness (v. 1.0) 7% / Screens
©2004 by Ice Dyn4stY™
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07-18-2004, 02:15 PM
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#17
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Veteran
Join Date: Sep 2003
Location: Leeds, UK
Posts: 952
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msic_models' are converted to brushes most of the time because of the -meta command in compiling so the misc_model data is removed.
Light entities are never ever put into the BSP, they're used for compiling and that's it. They used to be in the BSP but it was totally inefficient and added to the entity count.
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07-20-2004, 01:21 AM
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#18
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Join Date: Nov 2002
Posts: 103
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Back in the JO days everyone though decompiling was a myth. 8-0
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07-22-2004, 01:51 PM
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#19
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Veteran
Join Date: Sep 2003
Location: Leeds, UK
Posts: 952
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Until Ydnar actually added as much support as is possible, it was.
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07-22-2004, 02:01 PM
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#20
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Junior Member
Join Date: Mar 2004
Location: South Wales, UK
Posts: 445
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I find decompiling maps to be pretty useless - most of the entities come back screwed, you can't really see how everything is scripted and the map usually comes back so full of errors that it takes hours just to work out what should be there and what shouldn't.
I'm fairly sure that the latest version of radiant or the SDK comes with some sample maps for you to look at (should be in your maps directory), and these maps are straight from Raven, so check them out instead.
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07-22-2004, 04:01 PM
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#21
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White Dragon
Join Date: Nov 2002
Posts: 3,250
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Back in JK2 the cairn and kejim sample maps helped me learn to script.. but they were not decompiled. Occasionally I learn some random things in JKA decompiled maps, like umm... well, I know I learned something from the t2_dpred map, but I cant remember what it was...
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