Decompiled/Decompiling Half-Life 1 Maps? Created 12 years ago2011-12-11 12:43:32 UTC by Sir Bubbles Sir Bubbles

Created 12 years ago2011-12-11 12:43:32 UTC by Sir Bubbles Sir Bubbles

Posted 12 years ago2011-12-11 12:44:24 UTC Post #301463
Hey everyone, I'm new to GoldSource mapping and these forums, and after browsing them for the past week or so I figured this would be the place to ask.

I was wondering if I could acquire the .rmf's to the original Half-Life for viewing in the Hammer Editor. There's many tidbits in the maps that I would love to see how they accomplished.

However, I haven't seen anything like a Half-Life 1 decompiler or the .rmf's up for grabs. I can imagine why, since it's not really the grandest thing in the world to go digging through map files that aren't yours, but as I said I would love to have them purely for learning purposes. Most things I can figure out myself, others I can read up in tutorials, but there's always something else I'd like to see for myself.

As I said, I was wondering if anyone knows where I might get the .rmf's, or at least a program to decompile the .bsp's

Any help would be appreciated.
Posted 12 years ago2011-12-11 12:52:21 UTC Post #301464
Slackiller's website has a couple decompillers on it that can get the job done, if roughly. Don't expect a perfect decompile, a lot of brushwork will probably be lost or ruined in the process, but the entity setups you want to learn about should remain intact.
There's also a bsp viewer program on that page that might allow you to see the entity setups without decompilling.

Welcome to the community.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2011-12-11 12:56:57 UTC Post #301465
You can read about decompiling on the valve developer wiki: LINK.

I remember when I tried decompiling maps in the past I used WinBSPC.
Notice that the decompilers will output a .map file, not a rmf. Expect everything to be really messed up( as far as I know, they actually carve from a big block the whole map).

Welcome and have a nice stay in our community!
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2011-12-11 13:03:42 UTC Post #301466
yeah decompiling maps can be a bit dodge. i remember i onced decompiled the first op4 level to see how they did the intro and i didnt really understand the map at all, because of what (i assume) the decomplier had done. saying that though, its still pretty cool to figure out how other people make maps.
Posted 12 years ago2011-12-11 13:11:27 UTC Post #301467
That would be cool after all this time, if they just released all the .rmf files.

I would try both decompilers though, and see which one gives you the best result.

Question: Has any mode team ever attempted redoing the whole game in GS like Muzza redid the Uplink Demo?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2011-12-11 13:19:34 UTC Post #301468
WinBSPC yields better results than BSPTWOMAP as far as brushwork goes
rufee rufeeSledge fanboy
Posted 12 years ago2011-12-11 13:38:19 UTC Post #301469
Thanks for the quick responses everyone, I'll give these programs a try!
Posted 12 years ago2011-12-11 13:44:46 UTC Post #301470
The idea of somebody being "new" to goldsource mapping in 2011 boggles the mind...
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2011-12-11 14:07:48 UTC Post #301472
Decompiling is fine if you want to see entity setups, but be careful because technically it's not considered legal or acceptable in the community to steal brushwork from official maps. Just be careful what you use from decompiled sources.
Penguinboy PenguinboyHaha, I died again!
Posted 12 years ago2011-12-11 14:09:58 UTC Post #301473
@Urby, I'm sure it does, however I've only been mapping for about 3 or 4 years now, since the release of HL2 Episode 2, and after recently deciding to play some Sven Co-Op with my friend I got the urge to start making some maps for HL1.

@PenguinBoy, Rest assured I will be using nothing at all, it's purely about educating myself with how Valve set up certain sequences or entities.
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