Upon decompiling HL Created 17 years ago2007-04-25 12:21:05 UTC by splatzone splatzone

Created 17 years ago2007-04-25 12:21:05 UTC by splatzone splatzone

Posted 17 years ago2007-04-25 12:21:05 UTC Post #220118
Upon decompiling t0a0, I got a lot of invalid brushes etc, but that's probably just the decompiler.

?The holographic assistant monster in the first room (Gina) is referred to as "Intromona". I originally thought it was a character called Mona, but "Intromona" could mean "Intro Monster A". Revealing there was perhaps another intro monster?

?Missing textures: The origin brush on a rotating door read as... e1u1origin - perhaps the hazard course was made when they were using older wads, like in the beta... Could e1u1 be the name of the old training room? I saw a pic of it somewhere... But it's a generic origin brush, so I dunno.

That's all i've tried so far. I don't plan on uploading the decompiled files since I forsee copyright issues. Instead, use

http://www.slackiller.com/hlprograms.htm

P.S. I'm not gonna even try and compile it...
Posted 17 years ago2007-04-25 13:01:41 UTC Post #220119
Decompilers = Fail.

They suck at brushwork and texturing. And don't give you a very accurate idea of how the map was made.

The only things you'll get "right" are the entities (point, not brush).

Don't read too much into entity names :D
There's more fun stuff in the comments in the SDK
Posted 17 years ago2007-04-25 13:08:29 UTC Post #220120
I was only really checking out the entities. The textures were 99% fine, except one which didn't exist. (the origin)
Posted 17 years ago2007-04-25 23:28:13 UTC Post #220159
Check out the SDK though, it's rather interesting. May have to hunt around for it, don't think there's a lot of mirrors for it nowadays.
AJ AJGlorious Overlord
Posted 17 years ago2007-04-27 18:17:18 UTC Post #220297
Why is it when you decompile HL maps you get map information that says something like 30000 faces if this is true how did valve run the game
Posted 17 years ago2007-04-27 19:20:41 UTC Post #220299
After you decompile a map, you usually end up with a lot more faces than the original RMF would have, because it's so messy.

Also, when you compile a map, most of the unseen faces are culled away. And even if the original RMF had that many faces in it, it's not like it would be rendering 30000 of them all at once. That's what VIS is for.
You must be logged in to post a response.