Errors in decompiled cp_dustbowl.bsp

Discussion in 'Mapping Questions & Discussion' started by Bucake, Jun 22, 2015.

  1. Bucake

    Bucake L1: Registered

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    hi!


    so i used BSPSource v1.3.20 to decompile cp_dustbowl.bsp from \Steam\SteamApps\common\Team Fortress 2\tf\maps\, but there are actually a bunch of bugs present. (a bunch of them show in Hammer itself, and a bunch of them show in the compile-log.)
    most importantly, there are I/O errors and errors having to do with areaportals/occluders, that are messing up important triggers and graphics.

    so i'm wondering; have i messed something up when (de)compiling, or is there no way to avoid getting these errors..?


    and not that fixing them would necessarily be an issue, but i haven't mapped in like 12+ years and basically have to figure everything out from scratch again.
    the plan was to start editing an existing map to make it a bit easier on myself, but now i wonder if i'm out of luck on that one :)


    cheers!
    Bu

    edit: solution at post 4
     
    Last edited: Jun 22, 2015
  2. tyler

    aa tyler snail prince, master of a ruined tower

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    Decompiling is imperfect, and will lead to errors like that in every map. You'll have to rebuild those brushes manually.

    If you want something to refamiliarize yourself with Hammer, you could use the artpass map.
     
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  3. takabuschik

    aa takabuschik

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    cp_dustbowl already exists as a .vmf, in the default hammer .vmf directory, named sdk_cp_dustbowl or something like that.
     
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  4. iiboharz

    aa iiboharz Meme Queen

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    Actually since SteamPipe it's been tucked away in a VPK.

    Assuming you have the old Source SDK client installed, navigate to SteamApps\common\SourceSDK\vpks and open depot_211_dir.vpk with GCFScape. Once the VPK is loaded navigate tosourcesdk_content\tf\mapsrc and all the VMFs should be there. Extract as necessary.

    OR... you could just download this .7z I've compiled just for you that contains all the SDK maps in a neat little package.

    Please note that the SDK maps haven't been updated since like 2009 or 2010 or something. For example, the Badwater SDK map doesn't have those barricades that prevent players from entering the map room before third is capped.
     
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  5. Bucake

    Bucake L1: Registered

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    aahh, replies, so grateful :)

    thanks for the heads up.
    and that actually looks like fun. i'll take a look :)

    true, but this one was even more broken :-D

    just perfect! :) i appreciate the detail.
    i see there are still a few errors, but (luckily) none of the annoying areaportal/occluder ones.
    a few of the important I/O errors are gone as well. great :)

    thanks a ton for your replies :)
    mappin'-time!
     
    Last edited: Jun 22, 2015