Decompiling Maps in UO(BSP to MAP) -1 reply

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rkm11

I love mapping!!!

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22nd August 2003

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#1 13 years ago

Ok, hep me get this straight...

I have a old COD map that my friends and I use for small lans. It supports 2-4 players and is called 2bunkers. I want to decompile it and change some things (added flamethrowers, ect.) so we can have more fun, not to redistribute it again. [COLOR=Red]I need a way to convert it from a .BSP to a .MAP.[/COLOR] I just need some help on how decompile it, after i can do that, the rest is finished.

So what i am asking for is what program i should use to do this, and an example command line i should use.

any help would be appreciated




J-Dub'

What are these damn animals?

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1st July 2004

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#2 13 years ago

:moved:




rkm11

I love mapping!!!

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22nd August 2003

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#3 13 years ago

Stop spamming, anyone got some answers?




Scientist Dr. Professor

The Old Man

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4th September 2004

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#4 13 years ago

You can't.




rkm11

I love mapping!!!

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22nd August 2003

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#5 13 years ago

Can you use Q3map2 and decompile it without textures?




Sovetskeey

The Canadian on the forums...

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8th December 2003

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#6 13 years ago

The .map files for CoDRadient are different than the ones for Q3Radient. You can't decompile them with Q3Map2.




rkm11

I love mapping!!!

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22nd August 2003

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#7 13 years ago

So it is not at all possible, right?




|^w^| R|C$t@

I post to get attention

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28th December 2003

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#8 13 years ago
rkm11So it is not at all possible, right?

I hope its not possible:uhm: im making a map now and i would'nt want any 1 editing it and playing around with my map wen its been released:smokin:




rkm11

I love mapping!!!

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22nd August 2003

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#9 13 years ago

well, all i need to do to it is add flamethrowers and junk, it wouldnt be honorful to decompile a map, make a change, redistribute it, and clame it yours.