Decompiling and Recompiling Created 14 years ago2009-07-11 04:13:30 UTC by nsynergy nsynergy

Created 14 years ago2009-07-11 04:13:30 UTC by nsynergy nsynergy

Posted 14 years ago2009-07-11 04:13:30 UTC Post #269907
Please note: I am not decompiling and recompiling for any sort of map hijacking. I am only going to change a few walls to make them clear so I can learn spam spots. I do not plan on releasing this to anyone (besides my team) with any intention of claiming it as my own.

I need some help with my decompiling and recompiling, there are massive problems with this map, dod_anzio. It is absolutely insane how many errors there are (nearly 10k). I've already gotten textures on the decompiled version of the map in hammer, so I won't need any help with that.

What I'm looking for is some more information on this type of thing. Is it possible to fix a map with this many errors? Are there better ways to decompile so there aren't as many errors? I used BSP2Map for decompiling btw, so ya. Thanks in advance for any help you guys can provide.
Posted 14 years ago2009-07-11 11:49:01 UTC Post #269918
There's not much you can do. You have to rebuild the whole map to be able to re-compile it again.

There's another decompiler called WinBSPC but it may create even worse output than bsp2map...
Posted 14 years ago2009-07-11 19:25:50 UTC Post #269924
Ya found another way around making a clearwall map. I'd still prefer a clearwall map, but this method will do for now. Anyone wondering we are using an amx plugin with esp on it hah.
Posted 14 years ago2009-07-11 19:46:49 UTC Post #269926
Spam spots?? :zonked:
Posted 14 years ago2009-07-11 19:54:00 UTC Post #269928
Either high traffic areas or safe havens for voice/text spammers in MP maps, I think.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-11 19:57:54 UTC Post #269929
One can always learn something new...
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