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:

  1. Open the map in GearCraft
  2. In one of the 2D views, zoom out all the way
  3. Press Ctrl+A to select the entire map
  4. Go into vertex manipulation mode (this forces the editor to recalculate all vertices and save them)
  5. Go back into selection mode
  6. Go into Map -> Check for problems
  7. Select one of the "Invalid solid structure" entries
  8. Find the solid in the 2D and 3D views