JBN Decompiler Compatibility - noodlecollie/afterburner-compiletools GitHub Wiki
The following was taken from the JBN BSP Lump Tools repository.
Introduction
As the decompiler is now in nearly perfect shape, it's time to make a compatibility list. Below is a list of maps and their optimal decompiler options.
One thing to keep in mind, although 87 or 72 bad solids may sound like a lot, compared to the several thousand solids in the entire level this is a relatively small number.
Note: There might be a coefficient that works better than the one listed here. Also, when using a coefficient of 1, round-off errors may cause solids to not line up properly. Use a larger coefficient if necessary (such as 10 or 100).
Note: the coefficient value corresponds to the Options -> Set Plane Point Coefficient
option in the decompiler.
Details
Official Gearbox Maps
Mission maps
Map | Skip Vertex Check | Best Known Coefficient | Status | Notes |
---|---|---|---|---|
m1_austria01 | no | 25 | 10 invalid | |
m1_austria02 | no | 10 | 14 invalid | |
m1_austria03 | no | 10 | 4 invalid | |
m1_austria04 | no | 10 | 1 invalid | |
m2_airfield01 | no | 100 | 87 invalid | Most of the bad solids are terrain around the map |
m3_japan01 | no | 100 | 2 invalid | |
m3_japan02 | no | 50 | 1 invalid | |
m3_japan03 | no | 50 | 12 invalid | |
m3_japan04 | no | 50 | 6 invalid | |
m4_infiltrate01 | no | 1 | Perfect | |
m4_infiltrate02 | no | 5 | Perfect | |
m4_infiltrate03 | no | 100 | 1 invalid | It's a playerclip brush around the sculpture in the middle |
m4_infiltrate04 | no | 10 | 6 invalid | |
m4_infiltrate05 | no | 1 | Perfect | |
m4_infiltrate06 | no | 1 | Perfect | |
m4_infiltrate07 | no | 20 | Perfect | Penthouse ceiling glass seems to disappear, but there's no bad solids |
m5_power01 | no | 10 | 72 invalid | |
m5_power02 | no | 1 | Perfect | |
m6_escape01 | no | 5 | 1 invalid | |
m6_escape03 | no | 25 | 1 invalid | |
m6_escape04 | no | 10 | 8 invalid | |
m6_escape05 | no | 10 | 2 invalid | |
m6_escape06 | no | 5 | 1 invalid | |
m6_escape07 | no | 5 | Perfect | |
m7_island01 | no | 1 | 3 invalid | |
m7_island02 | no | 5 | 1 invalid | |
m7_island03 | no | 1 | 5 invalid | The biggest map in the game! |
m7_island04 | no | 1 | Perfect | |
m7_island05 | no | 1 | 27 invalid | |
m7_island06 | no | 1 | 14 invalid | |
m8_missile01 | no | 10 | 2 invalid | |
m8_missile02 | no | 5 | 5 invalid | |
m8_missile03 | no | 15 | 6 invalid | |
m8_missile04 | no | 1 | 8 invalid | |
m9_space01 | no | 5 | 11 invalid |
Deathmatch maps
Map | Skip Vertex Check | Best Known Coefficient | Status | Notes |
---|---|---|---|---|
dm_austria | no | 10 | 10 invalid | |
dm_casino | no | 1 | Perfect | |
dm_caviar | no | 1 | Perfect | |
dm_island | no | 1 | 1 invalid | |
dm_japan | no | 25 | 3 invalid | |
dm_jungle | no | 1 | 4 invalid | |
dm_knox | no | 1 | Perfect | |
dm_maint | no | 1 | Perfect | |
dm_office | no | 5 | Perfect | |
dm_power | no | 1 | 37 invalid |
Capture the Flag maps
Map | Skip Vertex Check | Best Known Coefficient | Status | Notes |
---|---|---|---|---|
ctf_austria | no | 25 | 15 invalid | |
ctf_island | no | 1 | Perfect | |
ctf_japan | no | 25 | 10 invalid | |
ctf_jungle | no | 1 | 38 invalid | |
ctf_knox | no | 1 | Perfect | |
ctf_office | no | 25 | 3 invalid | |
ctf_romania | no | 25 | 1 invalid | |
ctf_tower | no | 1 | Perfect |
Identifying Bad Solids
Does the map you're decompiling have bad solids? Wondering where or what they are? Follow these steps:
- Open the map in GearCraft
- In one of the 2D views, zoom out all the way
- Press Ctrl+A to select the entire map
- Go into vertex manipulation mode (this forces the editor to recalculate all vertices and save them)
- Go back into selection mode
- Go into Map -> Check for problems
- Select one of the "Invalid solid structure" entries
- Find the solid in the 2D and 3D views