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malyczolg
7th December 2013, 08:20
hello , how change d3dbsp to map converter [ radiant ] ?

Ni3ls
7th December 2013, 10:42
decompiler

Sitcore
7th December 2013, 10:55
well - thats interesting niels - what you know about that converter :) :D

kung foo man
7th December 2013, 11:53
Decompiler by Daevius and CoDEmanX:

http://www.daevius.com/files/
http://www.daevius.com/files/?f=CoD+BSP+Decompiler.7z

Tally
7th December 2013, 13:58
I would hasten to add that the decompiler only works for COD games up to COD2. After that, for all subsequent COD games from COD4 onwards, the format is not readable and, so far, has not been decompiled.

Ni3ls
7th December 2013, 16:22
And u need to fix ur .map file when u converted it. Brushes got corrupt etc. SO bettter is to make ur own maps

malyczolg
8th December 2013, 08:28
ok i conver .d3dbsp to .map
all maps have this error
error in radiant :

ParseEntity: { not found
GetLastError() = 0
An unrecoverable error has occured. Would you like to edit Preferences before exiting Q3Radiant?

Ni3ls
8th December 2013, 11:47
yeah u need to open ur .map with notepad and remove all the corrupt brushes. Open a working .map file and look how the set-up of the .map file is

malyczolg
9th December 2013, 22:41
how can i check where is corrupt brushes?

kung foo man
10th December 2013, 16:37
I've actually never used that, but Notepad++ might help you to find buggy brushes, since it colors the { and } red

Then you look over the file to get a "feeling" how a correct brush is looking and then you try to delete the ones which look wrong.


If you want to do all a favour, you would download the source, fix it and publish the working one :)

sabixão
13th March 2014, 18:30
anyone can make upload CoD BSP Decompiler? :(

php
13th March 2014, 19:32
http://cod1.eu/dl/CoD+BSP+Decompiler.7z

kung foo man
7th August 2014, 17:19
Daevius' database isn't working anymore and the downloads seems to depend on it, so the link above is dead atm. Uploaded a backup of the decompiler here:

http://killtube.org/downloads/daevius/

Edit: lol, I just looked on first page and didn't saw your post php xD

pollo
25th August 2014, 15:09
Hey guys I know this is an old post but like a week ago I downloaded this tool and had the same prob that malyczolg had, so I decided to look inside the .map file and found the solution to run every map without errors.

First of all I must thank Daevius and Codemanx for making such a great work with this program that helped me to recover some of my lost maps.

Open the map with notepad++ or any other programming tool. You will see these lines (for this example I'm going to use Area 51 map, made by .complex Matty)


"The Map" flags expanded
"Brushes" flags expanded
"Brushes/Tools" flags
"Triangles" flags expanded
"Entities" flags expanded
"Entities/Models" flags
"Entities/Spawns" flags

Now, hit Ctrl+F (searching tool), insert these values and hit the "Replace all" button.


Search: layer "Brushes"
Replace with: <leave this box empty>

Do the same for the rest ("Brushes/Tools","Triangles","Entities","Entities/Models","Entities/Spawns"), and after you have replaced all of them, delete the lines at the begginning of the .map (the ones I have quoted).

Now you will avoid the "ParseEntity" error, but in Radiant you will see that any brush or curve/terrain patch will be covered with Caulk triangles (as seen in the image below).

734

To delete these triangles, hit the F key (filter menu) and uncheck these boxes, so you will only see those caulk triangles, like this:

735

Now make a BIG brush that will enclose all the caulk patches and do right click on 2D view -> Select -> Inside, so Radiant will select every object inside the square you made (this may take a while). After this, hit the Backspace key to delete them all, hit F and check the boxes again.

And you will get your decompiled map working :)

736

serthy
25th August 2014, 18:06
This makes me wanna mod for CoD2 again :0

Ni3ls
25th August 2014, 18:54
I hope ppl wont steal the maps, edit them and call them their own...

Loveboy
31st August 2014, 15:13
Now you will avoid the "ParseEntity" error, but in Radiant you will see that any brush or curve/terrain patch will be covered with Caulk triangles (as seen in the image below).

LOL? So, how to fix this error?

YuriJurek
31st August 2014, 15:56
LOL? So, how to fix this error?

He explained that here

Open the map with notepad++ or any other programming tool. You will see these lines (for this example I'm going to use Area 51 map, made by .complex Matty)

"The Map" flags expanded
"Brushes" flags expanded
"Brushes/Tools" flags
"Triangles" flags expanded
"Entities" flags expanded
"Entities/Models" flags
"Entities/Spawns" flags
Now, hit Ctrl+F (searching tool), insert these values and hit the "Replace all" button.

Search: layer "Brushes"
Replace with: <leave this box empty>
Do the same for the rest ("Brushes/Tools","Triangles","Entities","Entities/Models","Entities/Spawns"), and after you have replaced all of them, delete the lines at the begginning of the .map (the ones I have quoted).

Loveboy
31st August 2014, 16:05
Sorry, I didn't knew that I have to delete this too.



"000_Global" flags active


It was above "The Map"


"000_Global" flags active
"The Map" flags expanded
"Brushes" flags expanded
"Brushes/Tools" flags
"Triangles" flags expanded
"Entities" flags expanded
"Entities/Models" flags
"Entities/Spawns" flags


EDIT: My map doesn't looks like before... :D Some stuffs are missing and some textures color's changed :D

pollo
2nd September 2014, 15:12
Decompiler deletes some kind of brushes (non colliding brushes are one of them), and also it doesn't make a copy of terrain /curved patches; it just set their texture to "caulk" so be careful while removing those patches (tip: select your own terrain patches and once you've selected them all, hit the I hey, so radiant will un-select the brushes you have selected and will select the rest)

guiismiti
17th September 2014, 22:05
Now make a BIG brush that will enclose all the caulk patches


I just got all the previous things working, but how exactly do I do this? I'm 100% new to radiant.

By the way, is it possible to have the superior view of the map? I'm messing around and cannot "look down" or up.

pollo
21st September 2014, 12:38
Camera controls:


Right click and drag -> forward / back
Right click + ctrl + drag -> up / down / left / right
Right click + ctrl + shift + drag -> rotates the camera around its position
Shift + click on the brush the camera is pointint at -> select that brush
Shift + ctrl + click on the brush the camera is pointing at -> select the brush's face


Vertex mode (V key):


Left click + drag -> select the dots you want to edit
Shift + left click on a dot -> selects the row/column (first click, columns; second click, rows)
Alt + left click + drag -> drag the selected dots

And more commands that you can see in in "Help" -> "Command list" (these are the commonly used ones)

About selecting brushes:

This is what I was saying in this thread (select inside):

768

(Brush texture doesn't matter)

769


770


771

As you can see there are other ways to select brushes too:

Inside: self explanatory, the brushes that are inside the box will be selected
Touching: for example, if you want to select 4 brushes which are far away eachother, like this:

772

Make a brush that will TOUCH each of them, and do right click -> select -> touching. All the brushes which are touching the one you made will be selected (and that which you made will be deleted).


773

Targetname: if you've got 1000 objects with the same targetname (let's suppose we are going to select teleport triggers), select just one of them, and do right click -> select -> targetname. All the brushes with the same targetname will be selected.

(If you want to go further, go to "Selection" (menu bar) -> Select by Key/Value: Insert the exact key/value and the brush/brushes with those parameters will be selected.)

Select by classname ("Selection" -> "select by classname"): this will select all the entities which are the same class. For example, we've got 20 triggers, 10 of them are trig_use touch. If we want to select just the trigs which are "trig_use_touch", go to selection->select by classname, and all of the entities which are "trig_use_touch" will be selected.

I don't know what "Select partial tall" or "Select complete tall" do, but I have never used them. If you guys know something about it, add the info :)

Greetz

zilch
20th December 2017, 00:13
hello peepz, i had recently came across this post, and i'm attempting to try it to learn from it, and im following what Pollo's saying, but i when i load up the map it still gives me that stupid ParseEntity error, any ideas or suggestions to see if i had missed something, so that it could work?

much appreciated, thanks!

Ni3ls
20th December 2017, 11:58
Delete this too ""000_Global" flags active"

zilch
20th December 2017, 20:24
Delete this too ""000_Global" flags active"

i did as well from when i had saw what you had said too, but it still gave me that stupid error.

would it be best to message on steam?

IzNoGoD
20th December 2017, 23:15
Just look at how a cod2 .map file is supposed to look, then edit your decompiled .map to match that.

zilch
21st December 2017, 00:43
im doing cod 1 maps, not cod2, so would there be any difference when attempting this or not really?

Lonsofore
21st December 2017, 13:40
im doing cod 1 maps, not cod2, so would there be any difference when attempting this or not really?

just change the config file to your CoD version

zilch
21st December 2017, 21:24
just change the config file to your CoD version

how would i do that?
shouldn't it already be compatible with the cod 1 version that im using?

Lonsofore
22nd December 2017, 07:03
how would i do that?
shouldn't it already be compatible with the cod 1 version that im using?

No readme with your decompiller? There is a file with name settings.lua. Find it and edit the line with map_version

zilch
22nd December 2017, 16:22
yeah thanks Lonsofore and everyone's help through this process, that was just all i had to do, it works now. much love

zilch
25th December 2017, 16:00
Hello, I have another question

When compiling the map, in the console it spams this message “Entity 0 (number) Duplicate Plane”, so do I have to go back in radiant, search where that object is and delete it? Correct? So the map can properly compile correctly without having any bad brushes?

well i did that, and now when i compile the map theirs no more duplicate plane spam messages, so now it just shows this, but its not giving me the .bsp file that i need to play on the map. any suggestions?


Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
C:/Program Files (x86)/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files (x86)/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files (x86)/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files (x86)/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files (x86)/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files (x86)/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files (x86)/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files (x86)/Call of Duty/\main\Marina.pk3 (21 files)
C:/Program Files (x86)/Call of Duty//main
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
29634 files in pk3 files
Loading map file C:\Program Files (x86)\Call of Duty\Tools\bin\har.map
WARNING: Couldn't find image for shader textures/clipmissile
WARNING: Couldn't find image for shader textures/caulk
WARNING: Couldn't find image for shader textures/clipplayer
WARNING: Couldn't find image for shader textures/clip_nosight
WARNING: Couldn't find image for shader textures/clip_metal
WARNING: Couldn't find image for shader textures/nodraw
WARNING: Couldn't find image for shader textures/sky/mp_harbor
WARNING: Couldn't find image for shader textures/water
WARNING: Couldn't find image for shader textures/trigger
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
**********************
******* leaked *******
**********************
89 unique shaders

kung foo man
25th December 2017, 23:16
map.exe should be intelligent enough to simply ignore duplicate planes. But if it becomes a problem, you can discriminate brush planes with the same normal/distance in the decompiler

Never worked much with this decompiler, but probably this file: https://github.com/kungfooman/CoD-BSP-Decompiler/blob/master/src/map.cpp

zilch
28th December 2017, 21:54
so currently trying to save and load prefabs from another map to be able to put it into the map I have in radiant, and it should be working successful, but i keep only getting the .prt .poly and the .bak file, and not the .bsp file.
Is there a way that i could force the program to still give me the .bsp file even though it still wont give it to me?
any suggestion will help, thanks!

Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
C:/Program Files (x86)/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files (x86)/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files (x86)/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files (x86)/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files (x86)/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files (x86)/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files (x86)/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files (x86)/Call of Duty/\main\Marina.pk3 (21 files)
C:/Program Files (x86)/Call of Duty//main
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
29634 files in pk3 files
Loading map file C:\Program Files (x86)\Call of Duty\Tools\bin\hartan.map
WARNING: Couldn't find image for shader textures/caulk
Entity 0, Brush 254: duplicate plane
WARNING: Couldn't find image for shader textures/nodraw_notsolid
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
Entity 0, Brush 2525: duplicate plane

IzNoGoD
28th December 2017, 22:34
did you ever succesfully compile a map? (not this map)

zilch
29th December 2017, 12:29
yes I've successfully compiled many maps before

IzNoGoD
29th December 2017, 22:31
The duplicate plane thingy is not your issue I guess, as cod2 compiles fine with it.

kung foo man
30th December 2017, 04:59
Please post the full log, that current log only shows the first lines or something, there is no error in it

zilch
3rd January 2018, 22:55
that is the whole log, whenever i try to compile the map to test it in-game.

ORDI
17th February 2019, 15:01
hello all

im here because im working for a new project and i would like to decompile all the cod2 maps (toujane,dawnville...).
i followed this topic curefully to know how to decompile.. Until now, i solved to decompile some of my old maps and see them from radiant, however, there is a problem that i cant fix;
it is about terrains patches, they are like it would say in small pieces, they aren't anymore tied together:

my map decompiled:
1586

my map original:
1587

i tried to find solutions from radiant or in watching .map file but i did not find anything.. i know some have already been able to decompile it completely anyway
maybe do you know a command or something to tie them back ?

i learned a lot of thing from the .map file and i tried to compare original and decompiled version;

in the decompiled version, there are only 4 lines in a mesh:
1588

in the original version, there are a lot of lines in a mesh:
1589

so it might be tempting to copy and paste in a mesh only depending of the material, instead of having a lot of meshes.. but how to know if its the good mesh (it would take 10 years for the big maps)

so maybe someone here got an idea ?

i hope you will understand me,
ORDI

yctn
30th May 2020, 21:01
so i followed the instruction as described. but im unable to load a decompiled map into cod2radiant.
what i found so far
https://tacodewolff.nl/legacy/call-of-duty/CoD2%20stock%20maps%20for%20CoD4+5%20radiant.7z
this files are like 28 mb for toujane.
when i decompile it myself by using https://codeload.github.com/kungfooman/CoD-BSP-Decompiler/zip/master then i end up with a 100 mb file.
i did as the instruction states the find & replace etc but cod2radiant.exe becomes non responsive at 6713 brushes 546 entities
Map_BuildAllDisplayLists.
when i try to load the files i decompiled myself i get an out of memory error

Please advise