Valve Maps(Decompiled)

Discussion in 'Tutorials & Resources' started by Xi.Cynx, Mar 18, 2009.

  1. Seba

    aa Seba DR. BIG FUCKER, PHD

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    You know, it's possible to do it yourself. Just grab BSPSource, extract tr_target.vmf from the appropriate .gcf, and bam.
     
  2. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Request: Update so the birds are included please.
     
  3. Leminnes

    aa Leminnes

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    Birds are a script. They are not actually in the map, they are added when the map is run.
     
  4. Montezuma

    Montezuma L2: Junior Member

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    thanks dude, this is awesome
     
  5. Yacan1

    aa Yacan1

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    I would like to see Barn Blitz. I'm wondering just how they did somethings on there. My func_rotating's don't work. Like my clouds in 2fort don't rotate. Thanks for putting these on here though :D
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

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  7. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    SORRY guys/gals, it has been a looooong time since this list has been updated(approx 6 months), but I have finally taken the time to get everything sorted out and back on track. As of today the whole list has been updated with the most recent versions of maps. Hope this didn't cause to much dismay and that everyone will still enjoy all the awesome new feature that have been implemented into these new maps! :)
     
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  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Your koth_harvest_event map is corrupt.
     
  9. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Aiight, I know exactly why, will be fixing that here in a few.
     
  10. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Aiight, updated a couple maps and had the overlays removed that caused the corruptness of them.
     
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  11. TheJoey01

    TheJoey01 L1: Registered

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    Why is it that none of the area portals are func areaportals anymore in these decompiled maps?
     
  12. Micnax

    aa Micnax L0: Terribly Lazy Mapper

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    It's just the way the decompiler works, unfortunately. Some things just can't be converted back after being put into the BSP.
     
  13. TheJoey01

    TheJoey01 L1: Registered

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    Found a problem with decompiled cp_well, when trying to compile it on a whim

    "too many t-junctions to fix up! (3157 prims, max 32768 :: 65550 indices, max 65536)"

    How is this possible?
     
  14. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    The decompiled versions are not 100% to the map of the compiled. They are as close as it can get but it does tend to split blocks up to make it more accurate. Decompiled maps are not meant to be recompiled. Lol
     
  15. Barracuda

    Barracuda L1: Registered

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    That's right, but VMEX is also plain outdated. The last version was released 5 years ago..

    BSPSource, my "extended" version of VMEX, supports areaportals, though. And it can decompile koth_harvest_event without removing the overlays.
    You don't even need scripts to decompile a whole bunch of BSP files in a directory now... :)
     
  16. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    +OP Updated

    included Gullywash and all other map updates through the Manniversary Update.
    Let me know if you are having any updates with any of the decompiled maps, I went ahead and took Barracuda's advise and tried out the BSPSource to decompile all of them. :)
     
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  17. Hell-met

    Hell-met L1: Registered

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    Can anyone decompile viaduct_event?

    I want to know the ents for the eyeball and the ubercharge triggers.
     
  18. Sergis

    aa Sergis L666: ])oo]v[

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  19. Hell-met

    Hell-met L1: Registered

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    thank you!
     
  20. Werewolf

    aa Werewolf Probably not a real Werewolf

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