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bspsrc's Issues

New CSGO models turn into ERROR blocks?

This is what happens when I try to decompile the current version of de_nuke from CSGO:

nuked

They all disappear when I auto-hide all static props, and the Nuke Zoo map opens fine, so I can only assume the fault is in the decompiler somehow, even though it reported no errors. It could be some stupid obfuscation trick that Valve adopted or something... I have no idea. It sucks because it leaves us unable to study the updated versions of any of the maps.

tf2's pd_watergate cannot extract embedded files??

Here is the log.

[warning] BspFile: Negative game lump length -12,742,144 in prpd, assuming 0
[warning] BspSource: Can't extract embedded files, caused by org.apache.commons.compress.archivers.zip.UnsupportedZipFeatureException: unsupported feature method 'LZMA' used in entry materials/maps/pd_watergate/brick/blendtestwall001_watergate_wvt_patch.vmt
at org.apache.commons.compress.archivers.zip.ZipUtil.checkRequestedFeatures(ZipUtil.java:325)
at org.apache.commons.compress.archivers.zip.ZipArchiveInputStream.read(ZipArchiveInputStream.java:386)
at java.io.InputStream.read(Unknown Source)
at java.nio.file.Files.copy(Unknown Source)
at java.nio.file.Files.copy(Unknown Source)
at info.ata4.bsplib.PakFile.unpack(PakFile.java:89)
at info.ata4.bsplib.PakFile.unpack(PakFile.java:56)
at info.ata4.bsplib.PakFile.unpack(PakFile.java:45)
at info.ata4.bspsrc.BspSource.decompile(BspSource.java:107)
at info.ata4.bspsrc.BspSource.run(BspSource.java:67)
at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:361)

Cannot Decompile V11 Static Props

Bspsrc cannot decompile Version 11 Static Props. Here is the relevant part of the errorlog:

[warning] BspFileReader: Couldn't find static prop struct for version 11
[warning] BspFileReader: Falling back to static prop v4

Black Mesa Source is currently using V11. Please look into this.

decompiling DOD maps

I have been decompiling DOD maps for my DOD:s server lately...

I notice bspsource is having issues detecting func_ladder entities, as at the moment it just recognises it as a nodrwaw brush, and does not change it back to func_ladder, leaves it as a nodraw brush, I have to go into the map(any DOD map) using hammer to change the brush back to func_ladder, also bspsource also doesnt change the texture back to toolinvisibleladder texture, it should do that...but it does not do that...should it be doing that?

VMEX protection

tested 1.3.5 it does work, but in the detection it can see texture "Locked" protection, but it does NOT add it to the visgroups in hammer.

Could not find main class info.ata4.bspsrc.BspSourceLauncher

Hello. BSPSource is giving me this problem whenever I launch it. I fixed another problem previously, which was a bug with 'javaw', but now it's giving me this. Help? The class is there, but it won't work. I downloaded a new version and it still won't work.
javaerror1

Black Mesa Support?

I've had mixed luck using BSPSource 1.3.20 to decompile maps from the Early Access version of Black Mesa. While some work fine, such as bm_c1a2a (the start of Office Complex), others cause Hammer to become unresponsive while loading them, which has to be force killed through the task manager. Attempting the operation again doesn't fix the problem.

I haven't seen any difference in BSPSource warnings between problematic maps and successful ones. Both give these warnings (albeit with the invalid vector in different locations):

[warning] BspFileReader: Static prop struct size mismatch: expected 72, got 76 (using DStaticPropV10)
[warning] BspFileReader: Falling back to static prop v4
[warning] VmfWriter: Invalid vector: (3.67345E-40, 5.7424E-41, NaN)

For bm_c0a0b (the second level of Black Mesa Inbound) which fails, this is the complete progress output:

[info] Loading C:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bms\maps\bm_c0a0b.bsp
[warning] BspFileReader: Static prop struct size mismatch: expected 72, got 76 (using DStaticPropV10)
[warning] BspFileReader: Falling back to static prop v4
[info] BSP version: 20
[info] Game: Black Mesa
[info] Writing brushes and planes
[info] Writing displacements
[info] Writing entities
[info] Writing func_details
[info] Writing info_overlays
[info] Writing prop_statics
[warning] VmfWriter: Invalid vector: (3.67345E-40, 5.7424E-41, NaN)
[info] Writing env_cubemaps
[info] Writing func_ladders
[info] Finished decompiling C:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bms\maps\bm_c0a0b.bsp
[info] Processed 1 file(s) in 6.0290 seconds

map failed to compile

log error:

[info] Loading Z:\BackedUpStuff\SteamStuff\maps(any)\hl2maps\rp_mecklenburg.bsp
[error] BspSource: Can't load Z:\BackedUpStuff\SteamStuff\maps(any)\hl2maps\rp_mecklenburg.bsp, caused by java.io.IOException: Map failed
at sun.nio.ch.FileChannelImpl.map(Unknown Source)
at info.ata4.io.buffer.ByteBufferUtils.openReadOnly(ByteBufferUtils.java:136)
at info.ata4.io.buffer.ByteBufferUtils.openReadOnly(ByteBufferUtils.java:150)
at info.ata4.bsplib.BspFile.createBuffer(BspFile.java:214)
at info.ata4.bsplib.BspFile.load(BspFile.java:116)
at info.ata4.bsplib.BspFile.load(BspFile.java:178)
at info.ata4.bspsrc.BspSource.decompile(BspSource.java:98)
at info.ata4.bspsrc.BspSource.run(BspSource.java:67)
at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:361)
Caused by: java.lang.OutOfMemoryError: Map failed
at sun.nio.ch.FileChannelImpl.map0(Native Method)
... 9 more

[info] Processed 1 file(s) in 0.2050 seconds

link to map:

https://www.dropbox.com/s/e3yu41rtfpvd4uj/rp_mecklenburg.bsp?dl=0

Cyber Diver Map Support

Expected Behavior
Cyber Diver maps correctly load and decompile files that can load into Hammer.

Observed Behavior
bs_map_p001 causes an error when a decompile attempt is made. Other maps decompile, but seem to cause Hammer to close without an error message upon loading.

Wait, WTF Is Cyber Diver
An arcade game by Taito that uses a variant of the TF2 version of Source. You can find the BSP files here.

I'm aware that this bug is very unlikely to be observed in normal use, what with only affecting a Japan-only arcade game, but hey, if you're bored one day, it might be something interesting to poke at. :)

The GoldSrc format is not supported

This map of half life 1 is impossibile to decompile, not only, neither open it
https://www.dropbox.com/s/cr9c9rb50ki0hiu/crossfiretest.bsp?dl=1

Error is this

[info] Loading C:\Users\asus\Desktop\crossfirechina.bsp [error] BspSource: Can't load C:\Users\asus\Desktop\crossfirechina.bsp, caused by info.ata4.bsplib.BspException: The GoldSrc format is not supported at info.ata4.bsplib.BspFile.createBuffer(BspFile.java:251) at info.ata4.bsplib.BspFile.load(BspFile.java:118) at info.ata4.bsplib.BspFile.load(BspFile.java:180) at info.ata4.bspsrc.BspSource.decompile(BspSource.java:98) at info.ata4.bspsrc.BspSource.run(BspSource.java:67) at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:362) [info] Processed 1 file(s) in 0,2140 seconds

cross

1.3.18 : Missing lines

Did you know ?

When i decompile a TF2 or a HL2 map, some lines was skipped and when i want open a map with this, he said first : Out of memory loading solid

And after : File xxx line xxx error x

And my Hammer world editor crash. So if you can fix it or help me, please tell me

Can't decompile new TF2 maps

Trying to decompile sd_doomsday_event produces this error:

[info] Loading F:\Games\Steam\SteamApps\common\Team Fortress 2\tf\maps\sd_doomsday_event.bsp
[error] BspFileReader: Lump reading error in sprp, caused by java.io.EOFException
    at info.ata4.io.buffer.ByteBufferDataInput.readShort(ByteBufferDataInput.java:93)
    at info.ata4.io.buffer.ByteBufferDataInput.readUnsignedShort(ByteBufferDataInput.java:99)
    at info.ata4.io.DataInputBridge.readUnsignedShort(DataInputBridge.java:72)
    at info.ata4.bsplib.struct.DStaticPropV4.read(DStaticPropV4.java:49)
    at info.ata4.bsplib.struct.DStaticPropV5.read(DStaticPropV5.java:31)
    at info.ata4.bsplib.struct.DStaticPropV8.read(DStaticPropV8.java:35)
    at info.ata4.bsplib.struct.DStaticPropV9.read(DStaticPropV9.java:31)
    at info.ata4.bsplib.struct.DStaticPropV10.read(DStaticPropV10.java:31)
    at info.ata4.bsplib.BspFileReader.loadStaticProps(BspFileReader.java:346)
    at info.ata4.bsplib.BspFileReader.loadAll(BspFileReader.java:83)
    at info.ata4.bspsrc.BspSource.decompile(BspSource.java:114)
    at info.ata4.bspsrc.BspSource.run(BspSource.java:67)
    at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:361)

[info] BSP version: 20
[info] Game: Team Fortress 2
[info] Writing brushes and planes
[info] Writing displacements
[info] Writing entities
[info] Writing func_details
[info] Writing info_overlays
[info] Writing prop_statics
[warning] VmfWriter: Unclosed VMF chunk: entity
[error] BspSource: Decompiling error, caused by java.lang.IndexOutOfBoundsException: Index: 16240, Size: 268
    at java.util.ArrayList.rangeCheck(Unknown Source)
    at java.util.ArrayList.get(Unknown Source)
    at info.ata4.bspsrc.modules.entity.EntitySource.writeStaticProps(EntitySource.java:600)
    at info.ata4.bspsrc.modules.BspDecompiler.writeEntities(BspDecompiler.java:165)
    at info.ata4.bspsrc.modules.BspDecompiler.start(BspDecompiler.java:91)
    at info.ata4.bspsrc.BspSource.decompile(BspSource.java:128)
    at info.ata4.bspsrc.BspSource.run(BspSource.java:67)
    at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:361)

[info] Processed 1 file(s) in 4.2110 seconds

Shell script path

In the latest stable zip archive (v1.3.7), the included shell script should be updated for the correct path

from:

java -cp lib\bspsrc.jar info.ata4.bspsrc.gui.BspSourceFrame $*

to:

java -cp ./lib/bspsrc.jar info.ata4.bspsrc.gui.BspSourceFrame $*

Otherwise, there's an error (Exception in thread "main" java.lang.NoClassDefFoundError: info/ata4/bspsrc/gui/BspSourceFrame)

OSX 10.8.2

Small (not really) error

[error] BspFileReader: Lump reading error in sprp: java.io.IOException: java.nio.BufferUnderflowException
[warning] VmfWriter: Unclosed VMF chunk: entity
[error] BspSource: Decompiling error: java.lang.IndexOutOfBoundsException: Index: 8718, Size: 4

Every time i try to decompile, this comes up. Also (probably the most important) i am trying do decompile a map made for the game "Pirates Vikings and Knight 2" (i think it uses Source 2013).
Is it supported?

Modern TF Map Resources not extracting again

Decompiling error, caused by java.lang.IndexOutOfBoundsException: Index: 0, Size: 0

Garry'sMod workshop map. I get this, and the output vmf contains no data. Im actually a little surprised I couldnt find any answers to this. Anybody know whats up?

[error] BspSource: Decompiling error, caused by java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at info.ata4.bspsrc.modules.VmfMeta.(VmfMeta.java:59)
at info.ata4.bspsrc.modules.BspDecompiler.(BspDecompiler.java:57)
at info.ata4.bspsrc.BspSource.decompile(BspSource.java:127)
at info.ata4.bspsrc.BspSource.run(BspSource.java:67)
at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:364)

Half-Life 2: Episode One

Just a heads up, it appears some Half-Life 2: Episode One maps fail to compile in version 1.3.20 (default settings)
Last version I used to decompile ep1 successfully was 1.3.13

Output snippet for ep1_citadel_00 (with lmp):

[info] Loading D:\Steam\steamapps\common\Half-Life 2\episodic\maps\ep1_citadel_00_demo.bsp
[warning] BspFile: Invalid lump length 168,671,624 in LUMP_LEAF_AMBIENT_LIGHTING_HDR, assuming 35,261,906
[warning] BspFile: Invalid lump offset 195,636,224 in LUMP_LEAF_AMBIENT_LIGHTING, assuming 36,831,594
[warning] BspFile: Invalid lump offset 1,373,088,768 in LUMP_FACES_HDR, assuming 36,831,594
[warning] BspFile: Negative lump offset -1,669,490,688 in LUMP_MAP_FLAGS, assuming 0
[warning] BspFile: Negative lump offset -1,660,539,904 in LUMP_OVERLAY_FADES, assuming 0
[warning] BspFile: Invalid game lump offset 2,097,184 in , assuming 22,494

...

[error] BspFile: Couldn't load game lumps, caused by java.io.EOFException
at info.ata4.io.buffer.ByteBufferDataInput.readInt(ByteBufferDataInput.java:116)
at info.ata4.io.DataInputBridge.readInt(DataInputBridge.java:86)
at info.ata4.bsplib.BspFile.loadGameLumps(BspFile.java:535)
at info.ata4.bsplib.BspFile.load(BspFile.java:159)
at info.ata4.bsplib.BspFile.load(BspFile.java:178)
at info.ata4.bspsrc.BspSource.decompile(BspSource.java:98)
at info.ata4.bspsrc.BspSource.run(BspSource.java:67)
at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:362)

[error] BspSourceFrame: Fatal BSPSource error, caused by java.lang.OutOfMemoryError: Requested array size exceeds VM limit

On Java 7: 7.1

Thanks!

Could not open

So I tried opening the decompiler but I get this message: could not open C:\Users-My Name-\Documents\New folder [2]\lib\386\jvm.cfg
Do you know what's going on?

Buffer Underflow while decompiling ttt_nuclear_power_v3

When I try to decompile ttt_nuclear_power_v3 I get the following error and a corrupted vmf:
[error] BspFileReader: Lump reading error in sprp, caused by java.io.IOException: java.nio.BufferUnderflowException at info.ata4.util.io.ByteBufferIO.readFloat(ByteBufferIO.java:191) at info.ata4.bsplib.lump.LumpIO.readVector3f(LumpIO.java:59) at info.ata4.bsplib.struct.DStaticPropV4.read(DStaticPropV4.java:45) at info.ata4.bsplib.struct.DStaticPropV5.read(DStaticPropV5.java:30) at info.ata4.bsplib.struct.DStaticPropV8.read(DStaticPropV8.java:34) at info.ata4.bsplib.struct.DStaticPropV9.read(DStaticPropV9.java:30) at info.ata4.bsplib.struct.DStaticPropV10.read(DStaticPropV10.java:30) at info.ata4.bsplib.BspFileReader.loadStaticProps(BspFileReader.java:332) at info.ata4.bsplib.BspFileReader.loadAll(BspFileReader.java:76) at info.ata4.bspsrc.BspSource.decompile(BspSource.java:112) at info.ata4.bspsrc.BspSource.run(BspSource.java:67) at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:360) Caused by: java.nio.BufferUnderflowException at java.nio.Buffer.nextGetIndex(Unknown Source) at java.nio.DirectByteBuffer.getFloat(Unknown Source) at info.ata4.util.io.ByteBufferIO.readFloat(ByteBufferIO.java:189) ... 11 more
It's the very first thing after it grabs the static prop leaves (1000) and before it loads LUMP_CUBEMAPS.
Full log is available here: https://gist.github.com/end360/af52a46c4f82756c964f40aa854dd39c
Very sad, I wanted to find out where that secret backdoor button is.

Can't decompile 90% of post-steampipe maps

Hi, I'm getting this error whenever I try to decompile most post-steampipe maps. I'm the author of these trying to recover them, so I also cannot ask the author for a VMF copy as a work-around.

Progress:
[error] BspFileReader: Lump reading error in sprp: java.io.IOException: java.nio.BufferUnderflowException
[info] Loaded C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_genesis_a11.bsp
[info] BSP version: 20
[info] Game: Team Fortress 2
[info] Opened C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_genesis_a11_d.vmf
[info] Writing brushes and planes
[info] Writing displacements
[info] Writing entities
[info] Writing func_details
[info] Writing info_overlays
[info] Writing prop_statics
[warning] VmfWriter: Unclosed VMF chunk: entity
[info] Closed C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_genesis_a11_d.vmf
[info] Finished C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_genesis_a11.bsp
[error] BspSource: Decompiling error: java.lang.IndexOutOfBoundsException: Index: 5348, Size: 43
[info] Processed 1 file(s) in 1.1320 seconds

Errors & Warnings:
[error] BspFileReader: Lump reading error in sprp: java.io.IOException: java.nio.BufferUnderflowException
[warning] VmfWriter: Unclosed VMF chunk: entity
[error] BspSource: Decompiling error: java.lang.IndexOutOfBoundsException: Index: 5348, Size: 43

Some tool textures replaces to different in Vtm:B maps

Even if we disable "Fix tool texture" checkbox, textures like toolsclip, toolsnpcclip and others replaces to toolsskip or even nothing (no brush faces at all). How to force disable any "smart" behaviors on this and use what intended here? Version BSPSrc 1.2.1 didn't suffer this...

No .vmx files when decompiling CS GO maps

I am trying to open maps in Crafty to export them to OBJ files, and when decomiling every map but de_cache it dose not make a .vmx file, so there is no rotation data

Problem with textures in VTMB skyboxes

I believe there's an issue with how the materials are decompiled in the skyboxes of Vampire: The Masquerade - Bloodlines maps. The textures are showing up, but some are misaligned with how they appear in game.
Image of what it looks like in Hammer: https://i.imgur.com/x0LR6qZ.png
Image of what it looks like in game: https://i.imgur.com/Rt2IOmo.jpg
And an image of the skybox in game: https://i.imgur.com/KgJ9A6W.jpg
Messing around with some of the material properties in the Face Edit Sheet sometimes fixes it, but there's no consistency with attempting that. The problem only appears to affect some skybox textures, I haven't seen it change around any other textures in the main area of the map.
I've tried loading the VMF into Half-Life 2's current Hammer editor, and the Hammer editor provided with the Bloodlines SDK from the Unofficial Patch.
Changing the BSP Format to VTMB and/or VMF Format to Source 2004 to 2009 doesn't seem to affect it either.
Not sure what it is, but I'd be grateful for the help!

Vampire: Bloodlines Errors

  1. Since version 1.3.1 I met a nasty bug when option "Fix tool textures enabled" --- all game-specific textures, like tools/novis, tools/tools_visonly, tools/tools_shadow etc now turns into SOLID "nodraw" brushes, that results to unexpected critical compile-errors, like "entitly *** in solid volume" and unexpected collisions in game. Since we have unofficial VampireSDK (http://forum.bloodlinesresurgence.com/showthread.php?tid=2664), it's better solution is to left such tooltextures untouched.

  2. Some map's entdata decompiles incorrectly. That relates to game's extended output system, that includes Python scripts in it's sections. These scripts can contain quotes (" ") that backslashed (" ") in VBSP's entada, but decompiles without backslashes by BSPSrc. But anyway, modern Hammer editors doesn't support ANY types of quotes (no matter, backslashed or not) in entity data, and this leads to crashes when such map loading. I think it's best way to fix it, is to delete " " on map decompiles. It's not affect script functionality and prevent Hammer from crashes.

I hope my wishes will be heard. Thanks in advance.

Decompile certain entities

I need this to not decompile l4d2 specific entities or just the static_prop and lights.

I'm trying to port over some l4d2 maps and the entities make source engine MP hammer crash.

I know that it is the entities because I tried it with all entities disabled and it worked.

Broken areaportals.

Hi, I noticed that pretty much all maps that get decompiled have bad areaportals, in the sense of them not hiding what you can't see, but hiding everything behind it. Only getting thru the areaportal will allow you to see the rest of the map.
Sure this can be fixed in hammer editor by reconstructing the brushes manually, but it's time consuming and sometimes doesn't work.
Any way you can fix this?

Thanks in advance.

(feature request) Smarter func_detail behavior

I can see the benefits of making func_details a single entity, but it makes editing tedious with switching modes etc. and I end up using an old version of bspsrc to avoid this behavior.

It would be a good thing if there were a way to make func_detail brushes batch into a single entity based on whether they're touching, instead of an all or nothing thing.

If this isn't appropriate, then at the very least, making func_detail combination an option instead of a predetermined behavior would be nice.

CS:GO and vindictus static prop scaling is not supported.

CS:GO and Vindictus have support for the scaling of static props. However, this data is not decompiled and applied to the keyvalues of those props.

Not sure what k/v Vindictus uses, but CS:GO uses "uniformscale" "float" as it's k/v set.

I can provide a vindictus bsp if you need to test.

prop_static change, can't decompile maps that use lightmap props

On the September 10 patch for TF2, Valve added a new feature to prop_static entities, allowing them to use lightmap images similar to regular world geometry (instead of just origin lighting/vertex lighting). Latest version of Valve's official RD_Asteroid map cannot be decompiled fully because some of the props use the new lightmaps feature.

The FGD was updated, these are the new keyvalues/parameters: (Resolution is 32 X 32 Y by default)

http://i.imgur.com/YP38QGS.png

Errors from apex .bsp

Getting these errors from the apex .bsp map file:

[error] BspFileReader: Lump reading error in LUMP_MODELS, caused by java.io.IOException: 32 bytes remaining
	at info.ata4.bsplib.BspFileReader.checkRemaining(BspFileReader.java:907)
	at info.ata4.bsplib.BspFileReader.loadLump(BspFileReader.java:845)
	at info.ata4.bsplib.BspFileReader.loadModels(BspFileReader.java:231)
	at info.ata4.bsplib.BspFileReader.loadAll(BspFileReader.java:81)
	at info.ata4.bspsrc.BspSource.decompile(BspSource.java:114)
	at info.ata4.bspsrc.BspSource.run(BspSource.java:67)
	at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:364)

[error] BspFileReader: Lump reading error in LUMP_TEXDATA, caused by java.io.IOException: 16 bytes remaining
	at info.ata4.bsplib.BspFileReader.checkRemaining(BspFileReader.java:907)
	at info.ata4.bsplib.BspFileReader.loadLump(BspFileReader.java:845)
	at info.ata4.bsplib.BspFileReader.loadTexData(BspFileReader.java:511)
	at info.ata4.bsplib.BspFileReader.loadAll(BspFileReader.java:85)
	at info.ata4.bspsrc.BspSource.decompile(BspSource.java:114)
	at info.ata4.bspsrc.BspSource.run(BspSource.java:67)
	at info.ata4.bspsrc.gui.BspSourceFrame$5.run(BspSourceFrame.java:364)

[warning] BspFileReader: Couldn't find static prop struct for version 47
[warning] BspFileReader: Falling back to static prop v4
[error] BspSource: Decompiling error, caused by java.lang.IllegalArgumentException: Illegal Capacity: -1
	at java.base/java.util.ArrayList.<init>(Unknown Source)
	at info.ata4.bsplib.BspFileReader.lou

Unable to load,

The screen is showing me windows can not find javaw. How do I fix this?
errordecompiler

Disabling Areaports doesn't work properly

So, while messing with this decompiler, i firstly found out the areaportals are really broken due to bspsrc not properly loading them, so i tried to disable decompiling them.... i decompile my map, open it in hammer, and voila, area portals still are there. Could you maybe fix this? Thanks.

~BenCat07

VtM: Bloodlines areaportal decompiling issues

I don't know, is the program still in developing... anyway.
Some areaportals got broken on decompiling - they got tens of repeated brushsides and it crashes Hammer editor on loading. For comparing, bspsrc v1.2.1 decompiles the same entities correctly with six brushsides. For reproducing error, just decompile the original sm_oceanhouse_2.bsp of game and walk with the Notepad to the latest areaportal entity. Removing it allows editor load map correctly.

Texture Alignment is Broken

I first noticed this bug in 1.3.18, but I'm not sure how far back it goes.

Run this map through BSPSrc. Open it up in Hammer and look at the texture alignments on the walls, doors and cabinet. This appears to have broken recently, as it's not happening in the older version I keep around.

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