[Tutorial]How to decompile maps

Feb 17, 2009
1,165
376
decompile.png
decompile.png




1. Download GCFScape
1.1
Install It, than open it.
1.png


1.2 Press File>Open
1.3 Select ''team fortress 2 content''
2.png


1.4
Than press on tf>maps
3.png


1.5
Select the map/maps you want and drag them to a desired location.


2. Download VMEX

2.1 Open VMEX (Requires Java)

2.2
Press Browse
4.png


2.3 Find the map that you previously got with GCFScape

2.4 Hit the ''Decompile'' button

2.5 A black windows will pop up. Wait till it says ''done in x.x seconds''
5.png


2.6 Now you can open the map with hammer. It is located in the same place as the file you got from GCFScape.



Remember!

  • Do not edit Valve or other community maps.
  • Use decompiled maps only as an educational material.

Of course you can find Valve Decompiled Maps Pack here.

Or you can find the official ones in steam/steamapps/nickname/sourceskd_content/tf/mapsrc directory.
Those maps start with ''sdk_''

If you have any questions, post them in the comments ;)

 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, DJive's mapping resource thread that is stickied at the top of this forum links to the decompile tools and the comprehensive tutorial can be found on the host web page (Nem's site) where you download it.

I would say i guess it's handy just to have around, but the type of people who end up asking this question are the same people who failed to use Google and will inevitably fail to use the forum search feature here to find this tutorial.
 

GiantLeprechaun

L1: Registered
Feb 27, 2009
18
0
I'm trying to decompile a map I lost the .vmf for, but when I hit the decompile button in vmex, nothing happens.

Am I missing something?
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
Been years since I've been here. I've been requested to make a few changes to my map called pl_deadwood. Sorta hard to pick this stuff back up after so long but I think once I get going things will come back to me.

To start with, I don't have the original map files so I'll need to decompile the bsp.

I've downloaded and installed the Source SDK but what's with all of these other things like:

* Source SDK Base
* Source SDK Base 2007
* Source SDK Base 2013 Multiplayer


As well I've downloaded the older programs that I used to use (VMEX & GCFscape)
I saw there is a newer program called BSPsource but the link provided here is not working and I've heard that it doesn't work well. In addition, when trying to install GCF it asks you to install Microsoft .NET Framework Version 1.1. When I try to install that (Windows 7 Pro) it says there are known compatibility issues.

This thread is pretty old so I'm wondering if somebody here can update it with the current tools used to design or edit maps.

Thanks so much guys.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Been years since I've been here. I've been requested to make a few changes to my map called pl_deadwood. Sorta hard to pick this stuff back up after so long but I think once I get going things will come back to me.

To start with, I don't have the original map files so I'll need to decompile the bsp.

I've downloaded and installed the Source SDK but what's with all of these other things like:

* Source SDK Base
* Source SDK Base 2007
* Source SDK Base 2013 Multiplayer


As well I've downloaded the older programs that I used to use (VMEX & GCFscape)
I saw there is a newer program called BSPsource but the link provided here is not working and I've heard that it doesn't work well. In addition, when trying to install GCF it asks you to install Microsoft .NET Framework Version 1.1. When I try to install that (Windows 7 Pro) it says there are known compatibility issues.

This thread is pretty old so I'm wondering if somebody here can update it with the current tools used to design or edit maps.

Thanks so much guys.

BSPsrc is definitely my go-to for decompiling bsps now. Using it is completely easy (open your bsp file, hit decompile [i think], choose a save location then it does it to the save location [I recommend team fortress 2/content/tf/mapsrc/ which is where your maps are stored post-steampipe).

As for there being a reasonable tutorial, I'll look around and see if I can find one. If not, I'll quickly make one.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
BSPsrc is definitely my go-to for decompiling bsps now. Using it is completely easy (open your bsp file, hit decompile [i think], choose a save location then it does it to the save location [I recommend team fortress 2/content/tf/mapsrc/ which is where your maps are stored post-steampipe).

As for there being a reasonable tutorial, I'll look around and see if I can find one. If not, I'll quickly make one.

Here you go, a fresh-off-the-bat tutorial for you. http://forums.tf2maps.net/showthread.php?p=295961#post295961