Preventing map decompiling, REVEALED! Created 17 years ago2006-09-11 13:20:27 UTC by Xyos212 Xyos212

Created 17 years ago2006-09-11 13:20:27 UTC by Xyos212 Xyos212

Posted 17 years ago2006-09-11 13:20:27 UTC Post #196292
Ever try to decompile a map, only to end up with the line "map is protected, cannot decompile", or vmex will just freeze? Well, the secret is revealed my friends. Here is one sure fire way to guard your map from those pesky decompiling programs (mainly vmex)

First off, download this prefab:

http://twhl.co.za/mapvault_map.php?id=4128

EDIT: Link is fixed and hosted here

Now, place said prefab here in this directory in your Steam folder:

sourcesdk/bin/Prefabs HL2/Prefabs

Now, open hammer. place the prefab somewhere in the map (anywhere, just make it out of sight) and compile. (it looks like a 3D letter "T" thats orange)

Remember, do NOT rotate, or even translate the object. Use the entity tool to place it accurately on the grid, then go to "Create Prefab".

Now, try to decompile the .BSP. You will find that it does not work! Thats it :) Your map idea/custom content is savely nuzzled inside the .BSP :)
Posted 17 years ago2006-09-11 13:32:32 UTC Post #196294
Useful : :D
Posted 17 years ago2006-09-11 13:38:19 UTC Post #196296
what about getting this for HL1. Have you experimented with it?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-09-11 13:44:41 UTC Post #196300
THis would not work for HL1. It uses .vmt for its code, and is based for source :( I dont know if there is one out there for HL1, but there might be :)
Posted 17 years ago2006-09-11 14:30:39 UTC Post #196304
Old. Oh so old. But it's the thought that counts.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-11 16:48:57 UTC Post #196313
this is good and bad at the same times

for those who steal maps: is the good part :D
for those who want to learn from them: is the bad part :(
Posted 17 years ago2006-09-11 16:51:23 UTC Post #196314
Yes, I know its old, but theres always someone who doesnt know how to do it, and I didnt see a thread on it so I thought I would make it known a little bit more :)
Posted 17 years ago2006-09-12 09:47:39 UTC Post #196357
I've gotta agree though...Valve don't do it cause they know people learn from them...What gives you the right to block people from doing that as well...?

Honestly if people steal then they're reputation is ruined so why bother? They can't call themselves mappers.

So my point is let them...But they'll face the consequences sooner or later.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-12 11:46:46 UTC Post #196362
Ive recently come of the opinion that a closed attitude to modding anything only hurts the community, while its nice to be asked for help, people will try their best to do it themselves. You might as well let them, if anyone steals your stuff its obvious and no self respecting mapper would do it.

Anyway, i'm pretty certain you could easily hex edit that prefab out, someone created an 'anti decompiler' for dungeon siege a while back. It took me 5 minutes to figure out you only needed to change 1 hex value to allow decompiling again.
Posted 17 years ago2006-09-13 11:41:40 UTC Post #196432
To allow decompiling for source again, or for dungeon siege jobabob?

Anyway, There is enough in valves maps for people to learn from them. They dont need custom maps too.

Becides, any map author has the right to allow decompiling or not for their work.
Posted 17 years ago2006-09-13 12:31:58 UTC Post #196434
i never said you didnt have the right, but its a poor attitude towards development, I wouldnt 'protect' any of my maps with this
Posted 17 years ago2006-09-13 14:22:49 UTC Post #196443
Same because if they steal they get caught eventually.
And I feel we don't have rights in a way to block it...Sure the laws protect us and if they steal then so be it, let them feel guilty.

Besides I find it rather nice of people to steal parts of my map, obviously they think it's good :o
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-13 14:36:41 UTC Post #196445
You can just use EntEd and remove the entity.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2006-09-13 21:17:26 UTC Post #196469
You can use notepad to delete this entity.

The texture option is a better choice for preventing decompile, but remember, only ONE decompiler supports this function.
Posted 17 years ago2006-09-14 10:24:37 UTC Post #196494
or save yourself the hassle and put a way to get the source through your website if they ask nicely
Posted 17 years ago2006-09-14 15:40:02 UTC Post #196512
It's simple:

If you want your work protected, use it.

If you want others to learn from your work, don't use it.

It's really all up to you guys. I personally probably wouldn't use it A) because im still a crappy mapper and have completed no maps at all, and B) dont really care if content is taken.

/2 cents
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