ata4 / bspsrc

A Source engine map decompiler
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New CSGO models turn into ERROR blocks? #28

Closed stevethepocket closed 2 years ago

stevethepocket commented 7 years ago

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.

Sevin7 commented 7 years ago

It's not as a result of the decompiler. You are missing the content. See this.

stevethepocket commented 7 years ago

But Nuke isn't a fan-made map that has all the assets packed in; Nuke's assets are right there in the game's VPKs. Like I said, I can open the "zoo" map that has them all laid out and it looks fine.

An interesting development, though, is that the new Inferno also comes out of the decompile just fine, although it bogs down Hammer something awful.

cokolele commented 7 years ago

Open nuke bsp and you can find the models there. Same with the new de_canals. I dont know exact path in bsp, you can find it by checking the path in prop entity of decompiled vmf. Then just pull the models from there and place in your csgo/models directory. After this, your hammer wil be able to load them.

stevethepocket commented 6 years ago

I think I finally figured out what happened. There's an option in the prop_static keyvalues called "Disable Prop Combine", with the description "Prevent this static prop from combining with any other static props in vbsp." What I think has happened is that CSGO's version of VBSP will now automatically (or perhaps if you set some new runtime parameter) combine static props into custom meshes. What this is for, I don't know. Some kind of optimization thing, no doubt. Googling "Disable Prop Combine" gets me absolutely zilch, so this feature is still completely undocumented over a year later. And for some reason, they didn't use it when compiling the new Inferno.

rihi commented 2 years ago

@stevethepocket You're right about the thing with autocombined props. When compiling your map, you can tell the decompiler to automatically combine static props to increase the performance when running the map. This has the consequence, that when decompiling your map, you have to also extract the now embedded autocombined props(models) and put them into your csgo model folder, so hammer knows about them.