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I haven't extensively checked this feature with a large range of maps, so the crunching process can be disabled with the "-w" command line option, or by unchecking "crunch faces" in the GUI. This fixes the "solids were not loaded" errors that some decompiled maps produced when loaded into Hammer. This version also by default performs "crunching" of brush face vertices that are very close together. The latest release fixes a crash bug with some maps that have odd entity formats (thanks to DarkTree for the report). I'm currently trying to fix bugs with env_cubemaps, and also finally get func_areaportals and func_occluders working right. The new version also fixes this, and also improves the way overlays are assigned to displacement surfaces. The latest VMEX version now automatically re-orientates textures that are perpendicular to the brush face, fixing this problem.Ī side effect of the compiler change also stopped VMEX from assigning overlays to the correct brush faces. This is good, because it saves map resources, but as a side effect VMEX was producing some very strange looking tool brushes with the textures smeared out on some sides. That's because the new version of VBSP does some rationalisation of non-visible textures to reduce the number of texinfos in a map (you'll see this during compiling as a "Reduced XXXX texinfos to YYYY" message). If you've tried decompiling the DoD:S maps, or other maps produced by the recent release of the SDK compile tools, you've probably noticed that in Hammer some of the brushes with tool textures (playerclip, trigger, skybox etc.) look a bit strange.
#Source unpack hl2 old engine update#
brushes" or use the "-u" command-line option to revert to the old type of brushes.ġ1th January 2006 - Another day, another update - Version 0.98b By default this option is on uncheck the "new disp. (Thanks to Ville Lindsberg for bring this to my attention.) This new release fixes a problem with displacement triange tags that was preventing the map from being decompiled.Īlso included in this release (separate from the above fix) is an option to output a modified form of displacement brushes that are less susceptible to problems due to rounding errors than the previous form. I'm no longer doing much with HL2 nowadays, but it seems that VMEX was having trouble handling the DoD:S map dod_jagd, and would only decompile it if displacement were disabled.
#Source unpack hl2 old engine download#
There is no need to download this special version unless you wish to decompile maps from The Ship.
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Because the modified structures aren't flagged in the files, this special release will only work for The Ship's BSP files, and won't work for maps from regular HL2 (and mods). On another note, at the request of ts2do I've created a special version of VMEX that will understand the modified prop_static lumps used by maps for The Ship (Source version). Download the new version here.ġst October 2006 - Lightmap resolutions, and a special version for The ShipĪ minor point I forgot to mention yesterday, the new version 0.98e will now decode and output the lightmap resolution of a face. Portal maps seem to be decompilable with the previous version of Vmex without problems (except for one map, test chamber 11, which this new version of Vmex will decompile succesfully).Ī tiny update that fixes a problem with maps that have lots of displacement surface data. This update should also be able to decompile maps from TF2, though I have not been able to test this (Edit: I have now confirmed this works). Several previously unused data lumps in the maps are now active, but whether this is important can't be known until the release of the Ep2 SDK update. I don't know how complete the decompilation is at the moment. Some small problems with envmapped displacement textures have been corrected. The slightly changed prop_static lump in some maps is now handled. This new update ( download) is a first attempt at fixing problems when decompiling some HL2: Episode 2 maps. Also see the FAQ page for frequently asked questions about VMEX.ġ4th Oct 2007 - Version 0.98g for Episode 2 & TF2
![source unpack hl2 old engine source unpack hl2 old engine](https://i.ytimg.com/vi/5XhsEigmdb0/maxresdefault.jpg)
If you're having trouble running VMEX, see this page. You can see examples of the decompiled output here.ĭownload and installation instructions are here. bsp files from the game cache files using GCF Scape ( download, mirror), if you wish to decompile these maps. Note that you will first need to extract the. vmf files produced can be loaded to see how various mapping techniques are used in the official Valve maps. vmf files which can be loaded into Hammer. VMEX is a simple map decompiler for Half-Life 2 Source engine maps (i.e., for HL2, HL2DM, CS:S, and DoD:S). Half-Life 2 Source mapping tools VMEX - a HL2 map decompiler