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How to decompile maps?
Posted: 25 Apr 2007, 15:50
by TradeMark
I wanna "steal" some textures, so how to decompile maps?
Do i need to create own tool for that?
Or is there already a tool for it?
Posted: 25 Apr 2007, 16:33
by RogerN
I don't think we have a tool for decompiling maps. At least, I haven't ever heard of one.
Your best bet is to ask the author of the map for the texture. I'm sure most of the mappers probably keep their textures lying around, or at least the tools to render it again.
Posted: 25 Apr 2007, 17:13
by LathanStanley
definately ask, most guys will say: "sure..."
but if you don't ask, and you just take...
most guys are like: "KILL!!! KILL KILL KILL!!!"
just an fyi.
Posted: 25 Apr 2007, 17:53
by Runecrafter
I agree it is always best to ask.
Posted: 25 Apr 2007, 19:45
by TradeMark
So i need to make that program myself...
Posted: 25 Apr 2007, 20:24
by PicassoCT
AF has made a Tool to extract some things... but i don`t know which Maps it could get... i think it was Metall & Heightmap...
Posted: 25 Apr 2007, 20:35
by Kloot
AI's (both global and group) have access to the internal representations of the height- , slope-, LOS-, radar-, jammer-, and metalmaps, so you can extract those and write them to an image fairly easily. If you want textures though you're out of luck.

Posted: 25 Apr 2007, 20:53
by Tobi
Though Spring decompiles the texture like everytime you play the map *hint*
But I agree with other people, just ask the creator: if he allows you to use it & can give it to you it's easier anyway; and if he doesn't allow then you cannot use it, whether you can extract it or not.
Posted: 25 Apr 2007, 21:04
by NOiZE
what if the creator disappeared :S
Posted: 25 Apr 2007, 21:23
by rattle
Then you're out of luck.
Posted: 25 Apr 2007, 21:40
by Tobi
And/or take my advice.
Posted: 26 Apr 2007, 13:53
by TradeMark
Tobi wrote:Though Spring decompiles the texture like everytime you play the map *hint*
And where are those images located at? Just in the RAM? And how i can access that? o_O
Couldnt find anything in the spring folders.
Posted: 26 Apr 2007, 13:55
by Ling_Lover
TradeMark wrote:Tobi wrote:Though Spring decompiles the texture like everytime you play the map *hint*
And where are those images located at? Just in the RAM? And how i can access that? o_O
Couldnt find anything in the spring folders.
look in the source files and find where it does it?

it'd save it in video memory i'd think... but i dunno
if you don't know C++ either learn, or get someone else to do it for you
ok... this post was probably kinda useless... but meh
Posted: 26 Apr 2007, 14:27
by smoth
when you compile a map it is broken into several dds tiles.. even if you can reconstruct from the tiles you will lose a lot.
Posted: 26 Apr 2007, 15:11
by TradeMark
Why i would lose anything if i just put the pieces together? wtf.
Posted: 26 Apr 2007, 16:29
by smoth
TradeMark wrote:Why i would lose anything if i just put the pieces together? wtf.
The tiling algorithm replaces some details with "like" tiles... The higher the compression the less tiles it uses. When you restore the texture, you will see the tiles on the texture.. when you go to compile it again.. you lose even more detail because of the tiling compression.
Posted: 26 Apr 2007, 16:31
by TradeMark
Well, then i just use the placing data to place them to right places :)
Posted: 26 Apr 2007, 16:37
by smoth
You are not understanding me
imagine a sentence like this that has repetitive characters.
then I run it through map converter which thinks 'i' and 'l' are similiar as are 'e' and 'c'
so we get:
lmaglnc a scntcncc llkc thls that has rcpctltlvc charactcrs.
then you restore the texture it will look like the above and now 't' and 'l' look similar as does 'a' and 'c'
so you compile and get something like:
lmcglnc c scnlcncc llkc lhls lhcl hcs rcpcllllvc chcrcclcrs.
do you understand?
Posted: 26 Apr 2007, 16:50
by TradeMark
So you mean it is impossible to get the textures?
Spring uses some magic wand to get them?

thats so cool.
Posted: 26 Apr 2007, 18:17
by smoth
no trade mark, I am saying that the compression degrades the texture and that decompressing it and restoring it to one image will result in some loss and then to run the same texture through that again will result in more loss.
so I am telling you that the texture while restored will be degraded further when you use it again.