File converting (.bsp to .rmf) Created 20 years ago2004-07-16 11:53:58 UTC by halfhack halfhack

Created 20 years ago2004-07-16 11:53:58 UTC by halfhack halfhack

Posted 20 years ago2004-07-16 11:53:58 UTC Post #41936
how do u convert a ".bsp file" to a ".rmf file"??
need help please
Posted 20 years ago2004-07-16 12:27:02 UTC Post #41947
That is called decompiling and it is for scum.
m0p m0pIllogical.
Posted 20 years ago2004-07-16 14:24:08 UTC Post #41979
It only works on quake, ive tried
Posted 20 years ago2004-07-16 14:32:44 UTC Post #41986
don't be a noob, you can decompile whatever you want as long as they haven't prevented you from doing it when they compiled. and decompiling causes abnormal brush shapes to be created etc. plus many other odd errors. tell us what you want to decompile and maybe we can help you; for instance if you want to know how they equipped u with deagles only in cs_deagle5 etc, then we can help you. if you want to make a "new improved dust hack" then you need a good beating (but we can prbly help you, i know i have the de_dust.rmf on my pc lol). or if you just want tocopy someone's architecture then that also deserves a beating. you should be able to look at something and go: "i know how that's done", if you don't , then why should we help you rip someone elses hard work.
except davej, who asked for it by creating an infuratingly simple map
Posted 20 years ago2004-07-16 14:56:15 UTC Post #41998
I dont think its allowed to talk about decompilers here. :
Posted 20 years ago2004-07-16 15:08:24 UTC Post #42005
we shouldnt. its not right. never decompile without the authors permission. if you do, <see peace and loves post>
Posted 20 years ago2004-07-16 15:36:30 UTC Post #42024
Never decompile ever.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-07-16 16:17:12 UTC Post #42045
That's right NEVER decompile! Why for? You can find anythinh on the web, just google for cs_assault.rmf! :P but why to download assault, dust or any other map? waste of time, try to make something on your own.
Posted 20 years ago2004-07-16 17:04:06 UTC Post #42062
Hey, seventh deleted half of my post! Evil monkey!
m0p m0pIllogical.
Posted 20 years ago2004-07-17 11:15:17 UTC Post #42288
i wont post it
i am just going to tinker with it
Posted 20 years ago2004-07-17 17:05:49 UTC Post #42369
^ Me.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-17 17:05:50 UTC Post #42370
^ Me.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-17 20:58:42 UTC Post #42407
Yeah, that'd be a copyright issue halfhack, considering the Half-Life bsp's are Valve's work.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-17 21:35:36 UTC Post #42421
Just rip the map you want to change.
Posted 20 years ago2004-07-18 05:15:38 UTC Post #42486
you mean ripent ?
Posted 20 years ago2004-07-18 06:19:51 UTC Post #42501
halfhack, I have a suggestion; for I too have looked at some of the mapping in Half-Life and been impressed with how ahead of it's time it was (the thing's old, remember).
so you should have the halflife.wad right? look at a particular map, say... c1a3 (a classic), and try and re-create it, changing things you wanted to change as you go, it will be good practice for all the little tricks they used. swinging lights/elevators/ambient effects/etc.

don't just get lazy and try to rip someone elses stuff off (i understand you only want to change a few things and will never release the modified map - that wasn't a request, that was an order! ;) , but you won't learn by doing what you want to do, you'll simply get lazier)

so good luck recreating those maps, and don't show them to us when they're done lol. I would never want to rip off Valve, they have screwed up alot over the last year or two, but they're good guys at heart

ps. if you can't be bothered to search the forums for coolfat's post about ripping maps i can't be arsed to explain again
Posted 20 years ago2004-07-20 01:29:11 UTC Post #43065
what if i should loose the rmf file for a map that I made and want to continue editing it
thats alowed, rigt?
what do i do to decompile it?
or where do i find a decompiler?
:P
Posted 20 years ago2004-07-20 01:32:22 UTC Post #43066
Of course I mean ripent. Howdy, there is no shame in decompiling your own map, decompile your maps untill your heart's content. Or whatever the phrase is.
Posted 20 years ago2004-07-20 02:07:53 UTC Post #43072
Decompilers aren't terrible... they are just used to find out the entity work from maps. The brushes are too messed up to use anyway, although I could see a very determined person copying one... but still. It isn't like they are some kind of evil, evil thing, you just use them to find out how certain tricks were applied...

Anyway, BSPtwoMap can be found in the Half Life Tool Pack, which is here: http://fmc.clannfb.com/hltp.php

It helps you figure out problems and tricks without having to search everywhere for them, is all. For example, want to know how to put a model into a map? Then you decompile it, look, and then delete it.

I'll probably get yelled at lots, won't I?
Posted 20 years ago2004-07-20 15:22:34 UTC Post #43229
Yes. The issue of decompiling is that you are tampering with someone else's work, which isn't good. If you want to know how a certain setup works, you can often contatct the mapper and avoid decompiling.

We have tutorials on most things related to entity setups, etc. so its better to use the site as a resource than to decompile.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-20 15:41:04 UTC Post #43237
Would i be scum, let's say if i wanted a light prefab from t0a0d
and i had to decompile the .bsp to get it?

and by the way, you can get a hl .bsp decompiler.. but i doesn't turn
the .bsp's into .rmf format... it turns 'em into .map format.
Posted 20 years ago2004-07-20 16:04:00 UTC Post #43266
I've already made my points clear on decompiling, so I wont post them again.

End this conversation.
Posted 20 years ago2004-07-20 16:12:25 UTC Post #43269
There are other ways to find out how things are done.
You can easily look at the entities of a .bsp with a text editor.
If you want to have a certain contruction from a map, just make screenies and rebuild it.
Decompiling is a thing that only noobs do.
Most people that have distributed own maps, have enough respect of other's work.
Posted 20 years ago2004-07-20 16:44:22 UTC Post #43277
I wouldnt consider taking some prefabs from other aps bad. I would conisder it shamefull to take the whole map change it and re-release it calling it your own.
Posted 20 years ago2004-07-20 16:54:25 UTC Post #43285
i've never re-released someone else's map, as you can see from my
sucky ratings (no more than 3stars :( )
Posted 20 years ago2004-08-14 17:11:09 UTC Post #50977
Would i be scum, let's say if i wanted a light prefab from t0a0d
and i had to decompile the .bsp to get it?
Don't do this!

When a map is decompiled it turns those simple one or two brush shape lights into multibrush lights thanks to the BSP process, and will cause invalid solids and the like. If you want a light prefab, build it yourself.

Just to test this, I made a map, decompiled it and used a prefab from it and took the same prefab, uncompiled and placed each in a seperate room. The one that was decompiled created about twice as many r_speeds. That should explain why it's bad to decompile and to use bits of decompiled maps.

Anonymous, a Google search returned some useful information/links to decompiler programs.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-14 18:29:08 UTC Post #50989
Okay, no more now

last post

Seventh-Monkey Seventh-MonkeyPretty nifty
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