Decompiler D:

TCfromBN

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:flame: In the process of moving to a different computer I somehow lost the .vmf for my Desert Glory map which can be found here.
I still had the bsp though, so I went about finding a decompiler so I could continue my work on it.(It's still in beta and hasn't been playtested extensivly yet.) Well when I decompiled and got back to working on it, all of my displacements were intact but the brushes that they were made from were all contorted with multiple verticies in some edges and basicly looked like a squashed pyramid with the bottom being the displacement face. (Thats the best I can discribe it, I'll try to get some screenies soon.) Some of the verticies in the corners are off a little, preventing me from sewing them. Basicly with the above standing, I am going to have to redo all of my displacmens D: My guess is that there are about 100+ displacements total, and I would hope there is a quicker way to correct all of these errors than by hand, perhaps a different decompiler could do better? (I've forgotten which one I had used.)

Any tips/ pointers/ help/ directions to a good decompiler?

Any help would be appreciated greatly.
 
Well, this is the compiler I used last time, but I think I used an older version, I get all displacements with the pyramid base brush shape still, but now that I have a decimal precision option I was able to eliminate the wierd verticies, their all on the grid. Hopefully the pyramid base shape for the displacements wont have a hit on performance. Well atleast now I dont have to go rearranging all of the corners. I guess I'll just have to deal with it.

edit: actualy i looked closer and it still didnt get all of the vertecies lined up. It looks like somebody took the vertex editor and pulled every vertex on the displacements off of the grid. I use the allign to grid function and it doesnt work. Also I can't manualy move them, because they are so close together that I can not just select one.

Also when I try to use any decompiling mode on the vmex besides "brushes and planes" it gives me this error:

World
.java.lang.ArrayIndexOutOfBoundsException: 605


Edit again: upon loading the file in hammer I get an invalid brush error and a message: error loading file line 28504 line 7

Well now I can sew most of them, but the vertexes seem to still be off. Interesting, if I knew how to get a picture in hammer I would post it.(Of the wierd vertexes.)

....Mabe if there was some kind of command to snap every vertex to the nearest integer on the grid.
 
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