No, I was decompiling a custom tf2 mapAre you decompiling a CS:GO map? Those use a newer type of VMF, so you will need to decompile them to the type that TF2 uses, by configuring BSPSource's output settings.
No, I was decompiling a custom tf2 map
I think soIt probably has custom content packed into it that you don't have yourself.
False. The IID nodraw hack is still a thing. (It's detected but not reversed by BSPSource)and gets around every type of anti-decompile trick.
BSPSource ignores custom content when it decompiles. It only gives the VMF. Lack of custom content won't prevent the opening of a VMF.
Can someone tell me what is that?False. The IID nodraw hack is still a thing. (It's detected but not reversed by BSPSource)
Use "bsp_repack -nocompress maps/<mapname>.bsp maps/<mapname>.bsp" in console, and then try again.BSPsource does give two warnings:
[warning] BspFile: Negative game lump length -13.628.908 in prpd, assuming 0
[warning] LzmaBuffer: Difference in LZMA data length: found 30.095 bytes, expected 30.094
I don't know if this has something to do with it
An old anti-decompile program that replaces all the textures with a single texture when you try to decompile the map. It's #5 on this page. What he says about it was a bit off, it definitely destroys the map's textures rather than just "messing them up".Can someone tell me what is that?