the max brush face... is there like an actual specific limit or how does that work? Cause I have a map in mind I'm making now and I'm kinda scared it'll be too big. It's for HL2DM if that makes any difference.
Hello. Will there be a guide on how to recompile maps. I just want to understand how to deal with the problem of a large number of brushes, vertices, etc. when recompiling.
So, suppose you decompiled a map from the workshop (for example) and you said "Do not recompile previously decompiled maps". In that case, the decompiled map is just a useless .vmf file you can't make playable anymore and what you can do with it is delete it?
How do you get the .bsp file of a map like at 1:04? Apparently its supposed to be in the maps folder of the game but i cant find any bsp files anywhere there
for some reason when i open .vmf, first loading starts, then it says loading finished and closes. :/ i dont know why. also when i open it when i am in hammer already it says encountered an improper argument.
Hi, I'm not sure if anyone would respond but I'm having trouble. I downloaded the BSPSRC file, and whenever I try to open it, it either says cannot find, error, or it opens some other file with commands or something? I downloaded a windows only version of the BSPSRC and a Jar only, they're both the latest versions too.
Hello! Your Tutorial helped me a lot. Thank you! Could you help me with a problem? Basically, I'm trying to add an underground part on my map. But when I try to extend the underground, a PROBLEM appears and the part I added don't work and it doesn't load in the game. **THE PROBLEM: Too many t-junctions to fix up! (3845 prims, max 32768 :: 65544 indices, max 65536) ** Do you know how to fix it it? (When I delete the new part it works perfectly but I want to add a bigger underground on my map!) .-.
yes, this becomes a problem when you have too much map geometry. To fix this you could turn some things in the map into props, i have a separate video on "propper" which could help.
I downloaded a map from the workshop, dragged and dropped it to gmad.exe, then decompiled with BSPsource but when I open with with Hammer, all the custom content is ERROR and all the custom textures are missing... What do I do? I ticked the Extract embedded files box. What else?
so, where ever you decompile your map to, there should be a folder made of the same name. Inside are the custom assets, you can drag and drop the materials, models, sounds, and which ever other folders into your steam/steamapps/common/GarrysMod/garrysmod/ folder. They should then show up
@@Alexscott20 ok I did that but now the map loaded in hammer with props even but the models of the props are missing textures :/ so it kinda worked but not fully
@@Alexscott20 yeah it is mb I should've mentioned. I'm trying to get custom models into Half-life 2 Deathmatch... so right now I want to see if I can port assets from Gmod workshop maps. I got a good grip on hammer in general but I'm a novice in terms of getting custom props and models in the game :(
i did everything you showed but the map still has no textures and sounds. i have the file with the custom assets but you never showed doing anything else like putting the extracted assets files into hammer.
ah. So, inside the decompiled assets folder, should be the folder with the same name as the map, you want to select everything inside of there, should be atleast the materials and models folder, and drag and drop them here C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod
@@Alexscott20 THANK YOU BRO I was looking for a solution like this EVERYWHERE but everyone said to put into the garrysmod "materials" folder and not the actual garrysmod depository file itself. You're a lifesaver man.
Have you made tutorials on Vscripting within hammer? Perhaps adding a new weapon to the loadout or something? I know it can be done, I've seen it done. I'd just love to learn how its done.
You have to go to the last tab at the top and tick the extract embedded content button, then it will give you a folder with all the contents of the bsp. You then can either mount that content or put it in your game files
i am getting error "[warning] BspDecompiler: jb_buyukisyan_rewind__2024 contains anti-decompiling flags or is obfuscated!". While trying to open decompiled vmf file in hammer its not showing brushes or any texture colors
so, the anti decompilation flags dont do anything, as bspsrc will decompile it anyways. The white brushes are because you havent put the content from the map into your files, so the textures show as white
When I recompile the map after making edits to it, I get Running command: cd "\SteamLibrary\steamapps\common\Team Fortress 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe" -game "\SteamLibrary\steamapps\common\Team Fortress 2\tf" "\Users\Downloads\pl_goldrush_d.vmf" ------------------------------------------------------------------------------- Valve Software - vbsp.exe 16 threads MSG_FILEWRITE - Filesystem was asked to write to 'Users\Downloads\pl_goldrush_d.log', but we don't own that location. Allowing. materialPath: \SteamLibrary\steamapps\common\Team Fortress 2\tf\materials Loading C:\User\Downloads\pl_goldrush_d.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Brush 65342: MAX_MAP_BRUSHSIDES Side 0 Texture: WOOD/WOOD_BEAM03 Finished. Press a key to close.
the max brush face... is there like an actual specific limit or how does that work? Cause I have a map in mind I'm making now and I'm kinda scared it'll be too big. It's for HL2DM if that makes any difference.
I think the limit depends on the game, but you usually won't reach that limit.
HL2DM uses the base engine limits. 8192 total brushes. 32768 total faces. 128 max faces on a single brush. 2048 entity limit. Hope this helps.
@@simplextm it does help. Thank you very much brotha.
is it possible to decompile 1.6 maps? i get an error saying "caused by info.ata4.bsplib.BspException: The GoldSrc format is not supported"
No, this is only for source. I'm sure there's a goldsrc decompiler somewhere though
Hello.
Will there be a guide on how to recompile maps. I just want to understand how to deal with the problem of a large number of brushes, vertices, etc. when recompiling.
uhh probably not since its discouraged to recompile previously decompiled maps, but who knows.
I think this is outdated, because whenever I double click the jar file, it wants to find an app to open. Like notepad, vscode etc.
you need Java. This is not outdated
So, suppose you decompiled a map from the workshop (for example) and you said "Do not recompile previously decompiled maps". In that case, the decompiled map is just a useless .vmf file you can't make playable anymore and what you can do with it is delete it?
I mean you CAN recompile them, but it can cause alot of trouble from the inaccuracies of decompiling.
How do you get the .bsp file of a map like at 1:04? Apparently its supposed to be in the maps folder of the game but i cant find any bsp files anywhere there
Depends on where you download it I guess?
@@Alexscott20 just from the steam workshop
So, the materials popped up in my custom material folder, but none of the custom models, is there a fix for that?
there should be both. They might be from a game or something that's not packed into the map
for some reason when i open .vmf, first loading starts, then it says loading finished and closes. :/ i dont know why. also when i open it when i am in hammer already it says encountered an improper argument.
Im not too sure, decompiling can cause oddities like that. Try looking around online, someone might have had your problem.
Hi, I'm not sure if anyone would respond but I'm having trouble.
I downloaded the BSPSRC file, and whenever I try to open it, it either says cannot find, error, or it opens some other file with commands or something? I downloaded a windows only version of the BSPSRC and a Jar only, they're both the latest versions too.
you do have java installed?
Yes, I even reinstalled it@@Alexscott20
Hello!
Your Tutorial helped me a lot. Thank you! Could you help me with a problem?
Basically, I'm trying to add an underground part on my map. But when I try to extend the underground, a PROBLEM appears and the part I added don't work and it doesn't load in the game.
**THE PROBLEM: Too many t-junctions to fix up! (3845 prims, max 32768 :: 65544 indices, max 65536) **
Do you know how to fix it it?
(When I delete the new part it works perfectly but I want to add a bigger underground on my map!) .-.
yes, this becomes a problem when you have too much map geometry. To fix this you could turn some things in the map into props, i have a separate video on "propper" which could help.
I downloaded a map from the workshop, dragged and dropped it to gmad.exe, then decompiled with BSPsource but when I open with with Hammer, all the custom content is ERROR and all the custom textures are missing... What do I do? I ticked the Extract embedded files box. What else?
so, where ever you decompile your map to, there should be a folder made of the same name. Inside are the custom assets, you can drag and drop the materials, models, sounds, and which ever other folders into your steam/steamapps/common/GarrysMod/garrysmod/ folder. They should then show up
@@Alexscott20 ok I did that but now the map loaded in hammer with props even but the models of the props are missing textures :/ so it kinda worked but not fully
perhaps the assets the map is using are from a different game, so if you have css try mounting that to hammer with mount.cfg@@babarasul680
@@Alexscott20 yeah it is mb I should've mentioned. I'm trying to get custom models into Half-life 2 Deathmatch... so right now I want to see if I can port assets from Gmod workshop maps.
I got a good grip on hammer in general but I'm a novice in terms of getting custom props and models in the game :(
@@Alexscott20 It worked. I just copy pasted the materials and the models into the ones under both the hl2dm folder AND the download folder
i did everything you showed but the map still has no textures and sounds. i have the file with the custom assets but you never showed doing anything else like putting the extracted assets files into hammer.
ah. So, inside the decompiled assets folder, should be the folder with the same name as the map, you want to select everything inside of there, should be atleast the materials and models folder, and drag and drop them here C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod
i had the same problem and this fixed it for me, thank you!!
@@Alexscott20 THANK YOU BRO I was looking for a solution like this EVERYWHERE but everyone said to put into the garrysmod "materials" folder and not the actual garrysmod depository file itself. You're a lifesaver man.
@@killerdoughnut7233 glad I could help
how do u fix errors and missing textures in hammer?
@@GavinPostell you need to extract the embedded content and mount it to your game
i have a question can you take something from my older map and add it to my current map
can I? I could, but probably won't. If you're meaning to ask if you can, then yes this will allow you to do that
I lost the archive rmf and now I don't can to open my map in valve hammer editor
Hello. I need decompile map of cs 1.6, do you can help me ? this not work for me :(
yeah, thats gold source, this is for source.
[error] BspSource: Can't load Mapper caused by info.ata4.bsplib.BspException: The GoldSrc format is not supported
this program is for maps made for the source engine, not gold source.
Have you made tutorials on Vscripting within hammer? Perhaps adding a new weapon to the loadout or something? I know it can be done, I've seen it done.
I'd just love to learn how its done.
I don't know vscript and I map for gmod, so.
@@Alexscott20 Damn shame, I hope I find someone who can.
When I decompile a map there’s no texture how do you fix
You have to go to the last tab at the top and tick the extract embedded content button, then it will give you a folder with all the contents of the bsp. You then can either mount that content or put it in your game files
Worked for me, ty
i tried to decompile gm_construct and when i played it water and skybox was gone
that would imply you have a leak. Fix the leak and then It should work
Is there way to delete your own map?
from what...?
When I click on the .jar it gives me 3 files instead...
hm?
@@Alexscott20 Nvm my java was broken, all good 👍
Super helpful and to the point, thank you
is it possible to decompile protected encrypted map files ?
i am getting error "[warning] BspDecompiler: jb_buyukisyan_rewind__2024 contains anti-decompiling flags or is obfuscated!". While trying to open decompiled vmf file in hammer its not showing brushes or any texture colors
so, the anti decompilation flags dont do anything, as bspsrc will decompile it anyways. The white brushes are because you havent put the content from the map into your files, so the textures show as white
what java should i use java java rmi javacpl javaw javaws
www.java.com/en/
but the map i want to make in to a vmf file is a gm file
texture files are not coming into my parts
?
mapin textures are not coming
@@Alexscott20
@@wolrock8274tick the extract embedded content in bspsrc
is there a video how to do it@@Alexscott20
yes... this video@@wolrock8274
[error] BspSource: Can't load
Windows cannot find 'javaw'
Uh.. Well. You have Java installed right? If so then I got no idea, sorry.
The GoldSrc format is not supported
🤒
Yeah.. This is for source 1
Very nice tut
thank you!
Thanks you!
no problem
its only letting me use "open with" im not doin that shit where do i locate the fuckin open button
do have java?
how to upload map to modb
i am unsure.
@@Alexscott20 damm
It says it cant read it
can you upload the log?
Not working >:
which part is not working?
When I recompile the map after making edits to it, I get
Running command: cd "\SteamLibrary\steamapps\common\Team Fortress 2\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe" -game "\SteamLibrary\steamapps\common\Team Fortress 2\tf" "\Users\Downloads\pl_goldrush_d.vmf"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe
16 threads
MSG_FILEWRITE - Filesystem was asked to write to 'Users\Downloads\pl_goldrush_d.log', but we don't own that location. Allowing.
materialPath: \SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading C:\User\Downloads\pl_goldrush_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 65342: MAX_MAP_BRUSHSIDES
Side 0
Texture: WOOD/WOOD_BEAM03
Finished. Press a key to close.
the map is going over the limit in brush sides. It is generally a bad idea to recompile a previously decompiled map, as things like this can happen.
it shows an error saying cant load map caused by info.ata4.bsplib.BspException: Invalid or missing header
does the map even load in game? the bsp needs a header..