Protecting bsp's Created 17 years ago2007-08-03 18:25:21 UTC by DragonFly DragonFly

Created 17 years ago2007-08-03 18:25:21 UTC by DragonFly DragonFly

Posted 17 years ago2007-08-03 18:25:21 UTC Post #231192
Is there anyway you know of to protect bsp'd from being decompiled and also any other content (such as materials) from being extracted which no one has found a work around for?
Posted 17 years ago2007-08-03 18:30:29 UTC Post #231194
ive never tried it but i heard if the bsp is over 15 megs it cant be decompiled but who makes a map that big? like i said ive never tried it

ive been looking for an answer to this myself for quite some time, if i ever come across the solution ill surely pm you asap
Posted 17 years ago2007-08-03 19:15:19 UTC Post #231200
Download this file. It's a tiny vmf with 3 brushes in it.

http://www.sendspace.com/file/3q70zc

Don't alter the brushes in any way at all. Copy and paste them exactly as they are into your map. Obviously, put them somewhere the player(s) can't see.

vmex will then be unable to decompile your map. Try it...

It is still possible to decompile maps protected in this manner, but it's much harder to accomplish. Unfortunately, this doesn't protect materials and models etc.
Posted 17 years ago2007-08-03 19:59:14 UTC Post #231202
How does it work?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-08-03 21:02:36 UTC Post #231207
For decompile protected mapz people use cracked vmex version ... it works fine, i use it sometimes.
Posted 17 years ago2007-08-04 02:23:01 UTC Post #231215
ive never tried it but i heard if the bsp is over 15 megs it cant be decompiled but who makes a map that big?
15mb is actually kind of small for a complete Source map, higher lightmap detail alone can make a bsp huge.

At any rate, there's no need to be so concerned about people decompiling your maps. Decompilers never do a proper job and people stealing your work are never going to get anything from it.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-08-04 07:39:39 UTC Post #231222
How does it work?
Well on a technical level, I don't really know. But I've tested it out, and it seems to work. For me, vmex just crashes while trying to decompile a map with this set of brushes in it.
Posted 17 years ago2007-08-04 08:24:48 UTC Post #231223
Heh well isn't it obvious? It just reads the brushwork and goes "Oh my I know you! I'm not allowed to decompile if I see you" so the app closes.

Anyway you can bypass that with a cracked Vmex as Lex said. But no point in protecting your maps...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-08-04 08:28:12 UTC Post #231224
I suppose the problem is if you do something to the bsp to stop a decompiler reading it hl2 won't read it either...
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