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Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 24 окт 2015 23:31
вонючий писал(а):
vicpas писал(а):
Hello, Comrade.
Take them on attachment.

Remember:
1- Maps decompiled lost many brushes, some entities and displace the textures of their angles and fixing.

2 - If you want copy something from these maps, copy only entities or only brushes, because if you try to copy both for your new map, you will get this error message: WARNING: brush plane with no normal.


Thanks viсpas.
It's sad of course that no one came up with the perfect way to compile.
In fact, I need to study lighting and AI scripting, and even in such a decompilation these maps give a lot of knowledge.


I agree. It would be great to have the mapping tools updated, since we already have some game engine updates in the works.
By the way, maybe the tutorials here will be helpful to you: http://www.surfacegroup.org/tutorials/
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 25 окт 2015 16:37
Anybody here knows, if Q3map decompiles files(BSP) to map like Q3map2?
Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 25 окт 2015 19:38
Vicpas, распотроши карту Village 2 на досуге ..
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Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 25 окт 2015 23:03
Other converted maps.


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Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 26 окт 2015 08:32
vicpas писал(а):
Other converted maps.

Gut! Уважаемый нами Vicpas, не соизволите ли заодно вскрыть карты из Проекта 51 ?
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Изображение
Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 02 ноя 2015 02:17
And Norway is?
Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 02 ноя 2015 13:42
Here goes:


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Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 02 ноя 2015 13:54
Thank you so much. In fact, I want to correct errors in the script and illogical situations in the game. However, without decompiling I do not know what kind of triggers.
Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 02 ноя 2015 17:02
A very time ago, i found this decompiler on the web, but I can not make this program work properly, maybe someone here can.


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Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 03 ноя 2015 00:40
вонючий писал(а):
In fact, I want to correct errors in the script and illogical situations in the game. However, without decompiling I do not know what kind of triggers.


This is an interesting idea. I've noticed some of the script errors and illogical situations that you mentioned, and having them corrected would be great. :)
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 03 ноя 2015 08:29
Ron Boy писал(а):
This is an interesting idea. I've noticed some of the script errors and illogical situations that you mentioned, and having them corrected would be great.


You know, whole game is full of the script errors and illogical situations, technically game is ugly, but it's working. Fascinating, even textures laying wrong. Sometimes i wondering why this game is so good and amazing. But anyways, RtCW is best what happened with Wolfenstein series.

By the topic - is it have any chance to fix every level in game, bring more realism and logic? Something like RtCW Remake, but without ugly design. Polish dudes really have good idea to make the game much more widely and variously. Because it's lot of people making own maps, but no one wants to have deal with vanilla game.
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A jack of all trades, master of none. GtkRadiant and programming is my weak point.
Заголовок сообщения: Re: Decompiling into a .map
СообщениеДобавлено: 04 ноя 2015 00:37
AidenDemon писал(а):
Ron Boy писал(а):
This is an interesting idea. I've noticed some of the script errors and illogical situations that you mentioned, and having them corrected would be great.


You know, whole game is full of the script errors and illogical situations, technically game is ugly, but it's working. Fascinating, even textures laying wrong. Sometimes i wondering why this game is so good and amazing. But anyways, RtCW is best what happened with Wolfenstein series.

By the topic - is it have any chance to fix every level in game, bring more realism and logic? Something like RtCW Remake, but without ugly design. Polish dudes really have good idea to make the game much more widely and variously. Because it's lot of people making own maps, but no one wants to have deal with vanilla game.


Rtcw's bugs are annoying, but I wouldn't call the game itself "ugly". It's the best game that I've ever played (and mapped for). There's so much flexibility with the modding tools, but unfortunately the mapping side lacks the flexibility.

It's very possible to fix every level of the vanilla game. The Rtcw Remake Mod looks promising, but it's very error-filled and needs a huge amount of work still. It's true that many people don't want to deal with the vanilla game anymore, and I'm one of them. If I ever return to mapping for this game, I plan to use the ioRTCW engine, since quite a few bugs from the vanilla game are fixed. :D
_________________
My Website: http://mikebwolf.wix.com/ronboyproductions

My Blogspot site with reviews of recent Rtcw Sp maps: http://ronboyreviews.blogspot.com/

Mod DB: https://www.moddb.com/members/ronboy
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