Decompiling Ns Maps ?

DraekusDraekus Join Date: 2003-05-09 Member: 16158Members
edited August 2003 in Mapping Forum
<div class="IPBDescription">anyone can decompile NS bsp?</div> I was planning to try mapping for NS for a while, and wanted to decompile some community maps as an example, but the decompilers (debsp and winbsp) crash every time I use them with NS maps.
Anybody knows whats the problem, and what to do with it ??
here is the log file:


<span style='color:gray'>
BSPC version 2.1h, May 6 2001 16:15:03 by Mr Elusive
bsp2map: D:\SIERRA\Half-Life\ns\maps\ns_bast.bsp to ns_bast.map
allocated 12 MB and 642 KB and 938 bytes of BSP memory
-- HL_LoadMapFromBSP --
brush size: -2848,-3488,-1416 to 2400, 3936, 2630
HL_SplitBrush: only on back
HL_CreateBrushes_r: WARNING node not splitting brush
HL_SplitBrush: tiny volume after clip
HL_CreateBrushes_r: WARNING node not splitting brush
HL_SplitBrush: tiny volume after clip
HL_CreateBrushes_r: WARNING node not splitting brush
brush 192: no real texture splitbrush 217: no real texture splitbrush 219: no real texture splitbrush 220: no real texture splitbrush 226: no real texture split
</span>

Please help!


Well, as first: I didn't say that I'm not a noob when it goes about hl mapping, and didn't think that looking on someones map a bit closer is such a bad thing. It wouldn't help anyway if the decompiler makes those brushes filling the void, becouse this was the thing that troubled me most( I just needed diffrent compiler tools), and I defenetly WOULD NOT PLAGIATE anything.
Well, I think I won't be playing with a decompiler anymore,
Shish! you guys have no mercy you know;
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

Comments

  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    edited August 2003
    Decompiling is the tool of satan. Anyone who decompile maps should banned from the mortal realm and suffer in total humiliation.
    Prepare for thread lockdown!
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    Decompilers are pretty buggy and generally considered bad form. If you want to get into mapping head over to the <a href='http://collective.valve-erc.com/' target='_blank'>VERC Collective</a> and follow some of their mapping tutorails. Most come with a .rmf to download as an example too.
  • dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
    Isn't there a way to purposely crash the decompiler?
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Decompilers are a double edged sword.

    On the one hand it opens the window for plagiarists, but on the other it allows new mappers to get an idea on how effects are achieved and how things work.

    It would also make the ressurection of nancy a less painful process.

    True tools of satan would only cause death misery and destruction...
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    When I finish / get tired of working on my map, ns_arcana, I will create an .RMF full examples of all the stuff that makes up your average NS map, everything from the readyroom to func_seethrough to particle systems. Unless someone beats me to it, but I doubt that. I've been meaning to create this mapping-newbie .RMF for a while, so I can plaster it all over these forums and save both the n00bs and experienced mappers some trouble.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    But one's already been <a href='http://nsworld.ns-central.co.uk/mappingguide/appendix7.htm' target='_blank'>created</a>, the only thing that I think it's missing is particle systems.
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    for a while? you yourself just joined theese forums like 4 days ago. Not to say you are a noob, but more to say why not join the forums earlier and help out people sooner if you wanted to do this?
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I joined these forums ages ago, when NS first went public, but then I left for a long while and quit playing NS and mapping for NS for reasons I prefer not to go into. Recently I noticed NS 2.0 came out I couldn't help myself and got involved in it again. So, hello!
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    <!--QuoteBegin--Cronos+Aug 22 2003, 03:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cronos @ Aug 22 2003, 03:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...on the other it allows new mappers to get an idea on how effects are achieved and how things work.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not in the least, all decompilers do is create a giant bounding box around the playable area of a map, and fill the void of the bounding box area with brushes based on where they were split during the compile. Compile tools split a brush face in many ways, and will <i>never</i> reflect how a mapper laid out his origional brushwork. Also, considering that the Ready Room serves as a second playable area, I beleive the decompiling tools will crash when trying to incorporate this. Even if they do decompile an entire map, you will have a (bounding) Box nearly as large as the VHE grid, full of sloppy brushes running from end to end. Not to mention misaligned Textures, broken entities, and in the case of complex geometry, the decompiler will often return completely undesireable and unusable results.

    Decompiling is the absolute dumbest way to learn how to map, because you learn nothing of the actual building process.

    Do yourself a favor and look for tutorials, there is one out there for just about anything you want to do, and will teach you to learn how to do things yourself productively...allowing you to tackle problems on your own. Also, letting you experiment with your own ideas, rather than the ideas of others. Most tutorials come with sample RMFs so you can actually examine brushwork and entities the way the mapper actually laid them out.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    keep in mind that yo can load bsps into quark if you are looking purely for refrence, this allows viewing only but its kinda kool
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    edited August 2003
    As long as a person doesn't copy/paste stuff from the decompiled, I see no prob with it. Ive done it a few times to learn some lil tricks. Lighting effects and anything else entity related. Ive tried decompiling nothin a few times to see how he exactly did that great lighting. But ns maps just dont compile for some reason.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    1st of all, you have nothing to do with ns_bast's map.
    2nd, decompilers are evil.

    Drop it.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I think you all have serious issues. It's completely rude to be turned off in full to an idea. Decompiling is ABSOLUTELY ok, you guys are schoolyard bullies telling people not to decompile and do this and do that. I think you all or the most of you have your heads so far up your own crevus hole that you can't see broad daylight. I Decompile ALL the time, there is nothing wrong with it. So long as you aren't stealing anything I would say it is encouraged. Learn by tutorials and by decompiling, that's what I did.

    You people are soc losed off to anyone new or a new idea for that matter it's pretty sickening. Get over yourselves.

    ~ DarkATi
  • dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
    It can be hard to change what people think. A few posts of peoples opinions probably aren't going to ruin someones life.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--DarkATi+Aug 22 2003, 10:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Aug 22 2003, 10:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's completely rude to be turned off in full to an idea.
    <snip>
    I think you all or the most of you have your heads so far up your own crevus hole that you can't see broad daylight.
    <snip>
    Get over yourselves. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You're on the debate team, aren't you? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Decompilation and other forms of reverse engineering don't provide as much information as a simple tutorial map can because information is lost during the compile. If you want to see how entities are tied together, why not just do what confused! mentioned above and load the BSP in Quark?

    Quark gives you the same information about object properties without the broken mess of reconstructed brushes that decompilation creates--the brushes that a decompiler generates aren't even close to the originals (and can't be since compilers throw out most of the information in the map files during optimization), so there's nothing to gain by looking at them. If you want the dimensions of a particular architectural feature, Quark's BSP loader will show that, too.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    <!--QuoteBegin--DarkATi+Aug 22 2003, 05:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Aug 22 2003, 05:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think you all have serious issues. It's completely rude to be turned off in full to an idea. Decompiling is ABSOLUTELY ok, you guys are schoolyard bullies telling people not to decompile and do this and do that. I think you all or the most of you have your heads so far up your own crevus hole that you can't see broad daylight. I Decompile ALL the time, there is nothing wrong with it. So long as you aren't stealing anything I would say it is encouraged. Learn by tutorials and by decompiling, that's what I did.

    You people are soc losed off to anyone new or a new idea for that matter it's pretty sickening. Get over yourselves.

    ~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah decompiling is a new idea...
    Your word is not final, its ironic that <i>you</i> tell anyone else to get over themselves, when you are obviously full of yourself.
    As is the way with people who cop attitudes over small issues. And the bullies comments?...wth is wrong with you? Chill out.

    Truth is, decompiling doesnt show anyone how to construct anything...and thats what mapping is all about.
    Decompilers do not decompile a map in anywhere near the way they were made...I honestly do not beleive it can teach you anything.
    Im not oppsed to it or think its evil...hell, if it returned even somewhat usefull results then I would use it...but it doesnt.
    Telling someone they can learn anything by this process is sabotage. Perhaps opening a BSP in Quark is usefull, I havent tried it, but decompiling to Worldcraft/Hammer is the most useless process ever.

    Just to reiterate, Decompiling isnt wrong...its just completely useless.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I agree, but decompiling may be useful to see how certain "tricks" work, like with entities and whatnot. But that's really a minor point. Decompiling just ain't worth the trouble, and whatever anyone says, the risk of "plagiarism" is inherent in the issue. I've had work of mine ripped off by the less scrupulous people out there, and let me tell you it's just not fun.
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Yeah, open up the .bsp directly with <a href='http://www.planetquake.com/quark' target='_blank'>QuArK</a> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I know this had been said before, but hey, i had to provide a link <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Links are magical and wonderful. Otherwise, I suspect a lot of poor n00bies have very little idea what people are talking about.
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    I've never understood this attitude that things like map sources and textures are so inherently valuable. If someone were to reuse something without permission or attribution, posting the evidence somewhere like this forum could completely destroy that person's reputation, permanently. Plus, if you do <a href='http://www.compsoc.man.ac.uk/~afoster/someplace-else-source.zip' target='_blank'>spread your RMFs around</a> there's no chance of them being lost in a hard disk crash...
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited August 2003
    <!--QuoteBegin--Hand Me The Gun And Ask Me Again+Aug 23 2003, 04:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hand Me The Gun And Ask Me Again @ Aug 23 2003, 04:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've never understood this attitude that things like map sources and textures are so inherently valuable. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Creating a map might not cost the author any money, but there is a huge time investment (hundreds and hundreds of hours). That sort of time suck requires sacrifices on the part of the author--they have chosen to spend the time working on a hobby, and it's only natural to value the result of the hobby when the author is finished--after all, they chose to make a map over spending the time somewhere else.

    If your only concern is monetary value, you could also think of it as an opportunity cost. If I flipped burgers instead of designing a single level for NS that matched the quality of the official release, I'd earn $4,500 pre-tax at the local In'N'Out restaurant here in northern California -- and there are much more valuable ways to spend time than flipping burgers.

    Alternately, if you're a student, making a map is equivalent in duration to taking 6 hours of college courses assuming 2:1 coursework to classroom time.

    Many amateur mappers hope that all of this work will result in a solid portfolio for a future career. If someone rips off all of that work and passes off the map as their own, the original author may never be credited, and it's reasonable to be worried that low quality knock-offs of your work will make it less likely for your talent to lead to a job offer.

    EDIT: spelling
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    very well said

    now i gotta get back to my job <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> --> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> so i can pay for this college tuition <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> so i can get a job...

    (wait dont i already have a job) its a vicious circle <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    <!--QuoteBegin--XP-Cagey+Aug 24 2003, 04:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Aug 24 2003, 04:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Creating a map might not cost the author any money, but there is a huge time investment (hundreds and hundreds of hours).  That sort of time suck requires sacrifices on the part of the author--they have chosen to spend the time working on a hobby, and it's only natural to value the result of the hobby when the author is finished--after all, they chose to make a map over spending the time somewhere else.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <a href='http://tenfourmaps.telefragged.com/php/review.php?gameid=hl&levid=spe' target='_blank'>I know</a>.

    If knock-off copies of Someplace Else were wandering the Internet, what would I do?

    I'd be pretty impressed. I'd rather the RMF was out there, being of some benefit to someone than mouldering on my hard disk. If someone learns from it, or even builds something new, I'd be happy. If someone tries passing it off as their own work? They'll look foolish enough when they're found out.

    Would this work with a Natural Selection map, where the map isn't necessarily finished when first released? Who knows. But if I ever get round to finishing ns_sugarlump or ns_minotaur, I'm going to find out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    You have a different view on the matter, and I respect that. But the fact remains that plagerism is a problem or we wouldnt even be discussing it. We cant just assume that plagerists will be caught and look foolish, nor can we assume that trying to expose them will work...What if they did get away with it? Its not like it doesnt happen. Thats no minor loss to the person who actually poured thier heart, soul, and hours into a project. Its not something we can really put a price on, its art...and often the only payoff people will get is recognition for thier efforts. Noone wants to see that recognition go to someone who never actually made any sacrafice. Not to mention the fact that Mapping for mods is often a portfolio builder.
Sign In or Register to comment.