L4D2 BSP Decompiling

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L4D2 BSP Decompiling

Postby omnicoder on Sat Mar 27, 2010 3:16 am

Dunno if anyone really needs this but I've made a program that pre-processes L4D2 maps and makes a copy VMEX can decompile.

Download link is on the bottom of the VMEX page on the dev wiki.
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Re: L4D2 BSP Decompiling

Postby Terr on Sun Mar 28, 2010 7:06 am

I've got a small hand in the game of interpreting the BSP format... what were the high-level things it needed to handle?
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Re: L4D2 BSP Decompiling

Postby omnicoder on Sun Mar 28, 2010 4:37 pm

Terr wrote:I've got a small hand in the game of interpreting the BSP format... what were the high-level things it needed to handle?

It just changes the version number from 21 to 20 and writes a new header with the lump version code moved down from first to third.

http://developer.valvesoftware.com/wiki ... ile_Format is a great resource for this.
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Re: L4D2 BSP Decompiling

Postby Habboi on Sun Mar 28, 2010 4:44 pm

Very handy. Good job mate.
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Re: L4D2 BSP Decompiling

Postby Terr on Mon Mar 29, 2010 7:51 pm

omnicoder wrote:writes a new header with the lump version code moved down from first to third.


Thanks, that's significant since I parse some of the game lumps. I must've started the code before that revision occurred.
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Re: L4D2 BSP Decompiling

Postby omnicoder on Mon Mar 29, 2010 10:47 pm

Terr wrote:
omnicoder wrote:writes a new header with the lump version code moved down from first to third.


Thanks, that's significant since I parse some of the game lumps. I must've started the code before that revision occurred.

Yeah it incorrectly said that an extra value was added to the base header when the version lump just got moved up.
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