anyone can make upload CoD BSP Decompiler? :(
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anyone can make upload CoD BSP Decompiler? :(
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
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)
Now, hit Ctrl+F (searching tool), insert these values and hit the "Replace all" button.Quote:
"The Map" flags expanded
"Brushes" flags expanded
"Brushes/Tools" flags
"Triangles" flags expanded
"Entities" flags expanded
"Entities/Models" flags
"Entities/Spawns" flags
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).Quote:
Search: layer "Brushes"
Replace with: <leave this box empty>
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).
Attachment 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:
Attachment 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 :)
Attachment 736
This makes me wanna mod for CoD2 again :0
I hope ppl wont steal the maps, edit them and call them their own...
LOL? So, how to fix this error?Quote:
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).
He explained that hereQuote:
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).
Sorry, I didn't knew that I have to delete this too.
It was above "The Map"Code:"000_Global" flags active
EDIT: My map doesn't looks like before... :D Some stuffs are missing and some textures color's changed :DCode:"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
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)