yes and no. Natural selection maps are far to complex to be de-compiled but it has been done by somebody on these forums who i think edited the de-compiler. But this was not released because he didnt want it to be. Look in the thread "nancy remake team" in the first few pages it was mentioned there.
actually i wanted to maybe decompile a cs or tfc map and compile it for ns or the other way around but now that that is not possible just a cs map i guess..how do i do this?i would like to use world craft
<!--QuoteBegin--nukeaqua+Sep 10 2003, 01:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nukeaqua @ Sep 10 2003, 01:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> actually i wanted to maybe decompile a cs or tfc map and compile it for ns or the other way around but now that that is not possible just a cs map i guess..how do i do this?i would like to use world craft <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That would be useless. A CS or TFC map was , obviously, not mapped for NS and would be unbalanced and... well... crap.
Yes you can decompile, but the result is essentially extremely screwed up.
lol the truth comes out. I think it'd do less damage if you were straight with us in the first place. Besides i think the fact is you can decompile parts or a majority of the map but you can get a complete ready-to-compile source.
you can actually edit and map in a simple text program, like notepad. You simply need to kno what the right things to change are (most of what you would be changing would be entities, not actual map structure). I remember i've done this to turn de_dust into vp_dust, where the vip would start at the terrorist spawn and have to run to a bomb site. the best part was, i could host the map, and ppl could join it without having to download a whole new version. there were some damn surprised ppl on my network when they joined that.
aye, entity modification is so beautiful when its server side only.
Now, you can't do ripent to a tfc or cs map because the hulls weren't compiled for NS. If it didn't just play like crap. I've seen dust converted for NS already, its pretty old.
google search winbspc - thats the program u need, or dl from <a href='http://countermap.counter-strike.net' target='_blank'>http://countermap.counter-strike.net</a> downloads page
Natural-Selection maps tend to not want to decompile via WinBSP or WinBSPC. The cause varies, sometimes it is because the map file is too large as most NS maps are. Sometimes it is because of the Ready Room. Normal HL BSPs don't have Ready Rooms, now why WinBSP/C has a problem with this I do not know, perhaps a more educated soul like Cagey could tell you.
Also, don't ever let anyone tell you that decompiling is sacrilege, because it is not. There is nothing wrong with decompiling a map for a good cause. Guns don't kill people, people kill people. Decompiling isn't bad, what you can choose to accomplish with the decompile can be.
Lastly, here is a quote from the Nancy Remake Team which may interest you, "minsk" or Chris decompiled Nancy like this.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not sure quite how technical you want this. The human-readable form is: I wrote a geometry decompiler.
-----BEGIN GEEK ENCRYPTED MESSAGE----- I am working on a family of tools to remove some of the (AFAIK) unnecessary limitations of the current Half-Life tools. Part of doing this was figuring out the exact BSP file format and how it can be abused. A map concept Spook and I've been beating around really would be easier if some of the annoying behaviors of the existing tools were fixed, and some features are needed that would be really nasty to try and hack into Zoner's codebase.
The BSP file format stores world solid/not-solid geometry in a binary space partition tree. My original intent was to grow the solid portions and use that to produce a new clip hull for the onos. Something in my code was majorly bugged, so I added a dump to MAP to help debug the intermediate geometry. Unfortunately the BSP file stores planes as a floating-point normal and radius, while the MAP needs three integer points on each plane. With my usual total brain meltdown when exposed to geometry I still havn't managed to compute those three points correctly, so the MAP output used a rounded approximation.
My job picked up and the code is going to require rearchitecting to be debugable, so may as well let the interested mappers polish off the recovery. -----END GEEK ENCRYPTED MESSAGE-----
Chris <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Honestly, someone, forum mod, anyone! Edit Amckerns post, no offence to him just de-compilers is typically "lame" and "uncool" and this is typically not the place for them.
<!--QuoteBegin--Thursday-+Sep 10 2003, 01:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Sep 10 2003, 01:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Honestly, someone, forum mod, anyone! Edit Amckerns post, no offence to him just de-compilers is typically "lame" and "uncool" and this is typically not the place for them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> So untrue. Who are you to say that his post should be edited? Mods read every topic and read them carefully, if they'd wanted to they would have. However if they had I would find this to be an outrage. Just the idea is completely pointless Thursday. This IS the place for these sorts of topics, I am so sick of "decompilers are evil" I could shoot someone, it's a rule that some anti-winbsp guy came up with and everyone followed suit, I for one won't stand for it!
Really think. What's wrong with decompilers? Oh no, someone might copy another's map, oh **** say it ain't so! The integrity of the person handling the decompiler is what matters, decompilers are excellent resources for inspiration and know-how, but people around here treat them like they're outlawed! Why? Decompilers are fine in my book, I tell you what I'm gonna do. I'm gonna set up a Decompiling Information Website, including tutorials and tools and everything you need to decompile!
Decompilers are neither "lame" nor "uncool". They're wonderful tools when used properly.
i decomplied cs assult for the env_light, and thats all
i also decomplied ns_seige005 (typo) to find out the entity set up, and to see if he used black, or a sky brush with sky name "black" in his ready room
I also saved my slef, the pain of tearing my hair out, when i lost my hdd fat, and had not had one of my maps backed up - so winbsp/c is a good tool, its just got a bad name bacuase of the few lamers that have used it to make new maps with there name on them, and not showing any skill
Comments
I don't have a link at the moment, but i want to know what you want to do.
That would be useless. A CS or TFC map was , obviously, not mapped for NS and would be unbalanced and... well... crap.
Yes you can decompile, but the result is essentially extremely screwed up.
Now, you can't do ripent to a tfc or cs map because the hulls weren't compiled for NS. If it didn't just play like crap.
I've seen dust converted for NS already, its pretty old.
amckern
But not if it's gonna be used for looking at entity work or actually remaking a lost .rmf..
So.. Do the right thing!
Natural-Selection maps tend to not want to decompile via WinBSP or WinBSPC. The cause varies, sometimes it is because the map file is too large as most NS maps are. Sometimes it is because of the Ready Room. Normal HL BSPs don't have Ready Rooms, now why WinBSP/C has a problem with this I do not know, perhaps a more educated soul like Cagey could tell you.
Also, don't ever let anyone tell you that decompiling is sacrilege, because it is not. There is nothing wrong with decompiling a map for a good cause. Guns don't kill people, people kill people. Decompiling isn't bad, what you can choose to accomplish with the decompile can be.
Lastly, here is a quote from the Nancy Remake Team which may interest you, "minsk" or Chris decompiled Nancy like this.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Not sure quite how technical you want this. The human-readable form is: I wrote a geometry decompiler.
-----BEGIN GEEK ENCRYPTED MESSAGE-----
I am working on a family of tools to remove some of the (AFAIK) unnecessary limitations of the current Half-Life tools. Part of doing this was figuring out the exact BSP file format and how it can be abused. A map concept Spook and I've been beating around really would be easier if some of the annoying behaviors of the existing tools were fixed, and some features are needed that would be really nasty to try and hack into Zoner's codebase.
The BSP file format stores world solid/not-solid geometry in a binary space partition tree. My original intent was to grow the solid portions and use that to produce a new clip hull for the onos. Something in my code was majorly bugged, so I added a dump to MAP to help debug the intermediate geometry. Unfortunately the BSP file stores planes as a floating-point normal and radius, while the MAP needs three integer points on each plane. With my usual total brain meltdown when exposed to geometry I still havn't managed to compute those three points correctly, so the MAP output used a rounded approximation.
My job picked up and the code is going to require rearchitecting to be debugable, so may as well let the interested mappers polish off the recovery.
-----END GEEK ENCRYPTED MESSAGE-----
Chris
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Good luck in your attempts!
~ DarkATi
So untrue. Who are you to say that his post should be edited? Mods read every topic and read them carefully, if they'd wanted to they would have. However if they had I would find this to be an outrage. Just the idea is completely pointless Thursday. This IS the place for these sorts of topics, I am so sick of "decompilers are evil" I could shoot someone, it's a rule that some anti-winbsp guy came up with and everyone followed suit, I for one won't stand for it!
Really think. What's wrong with decompilers? Oh no, someone might copy another's map, oh **** say it ain't so! The integrity of the person handling the decompiler is what matters, decompilers are excellent resources for inspiration and know-how, but people around here treat them like they're outlawed! Why? Decompilers are fine in my book, I tell you what I'm gonna do. I'm gonna set up a Decompiling Information Website, including tutorials and tools and everything you need to decompile!
Decompilers are neither "lame" nor "uncool". They're wonderful tools when used properly.
*DarkATi Admits He Was Ranting*
~ DarkATi
i also decomplied ns_seige005 (typo) to find out the entity set up, and to see if he used black, or a sky brush with sky name "black" in his ready room
I also saved my slef, the pain of tearing my hair out, when i lost my hdd fat, and had not had one of my maps backed up - so winbsp/c is a good tool, its just got a bad name bacuase of the few lamers that have used it to make new maps with there name on them, and not showing any skill
amckern