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How to surpass VMF Protector

#1
I found this awesome Thread
you will just have to wait for an immoral person to read this thread" Immoral person at your service!! I needed to decompile some stuff out of curiosity so.. I.. I just modified vmex.. Smile) I'm in a sharing mood and i'm not even sure i still need maps i decompiled for myself so if you in need i'm glad to help XD. (I spent 8 hours decompiling and recompiling it.. meh, just don't want it to go to waste) Here's the run down, to decompile a "protected" map you need two things: 1. BSP file that doesn't crash vmex 2. Vmex that doesn't quit on job every time it detects signs of "protection" (special textures, brushes of specific sizes etc.) To solve first problem you need to remove malicious key entries from entities.. Usually there's only one, it's called no_decomp 1. You can remove it with entspy utility Get EntSpy utility, open BSP file in it, if you see no_decomp key anywhere just delete and resave BSP. If you don't see it open BSP file in notepad, search for no_decomp, if you find it, note value of "classname". Go back to entSpy and find entity with this name, it should have no_decomp inside. Normally this is as far as anti idiot protection goes. If author really doesn't want his levels to be decompiled, they put prefabs in, that vmex can detect. Hacked vmex skips it. Note that even hacked vmex can't decompile a map with no_decomp in it Smile). So you have to use entSpy still. Wierd, right? Actually there is a very logical explanation for it. You see no_decomp is an artificially added key, it has no business inside bsp file. Bsp file knows how many keys every entity has, so even if you add a totally random key into any entity it won't break the game it just won't notice it. However vmex is coded in such way so that it crashes every time there's a mismatch between number of keys STORED and number of keys EXPECTED. In particular vmex 0.98 crashes because of array overflow.. or something like that... Try it, add no_decomp and it won't even tell you it's protected it'll just crash. So DJuke, no_decomp is not your problem, you need a hacked vmex. I have one or you can google it, there's another one out there. I've put together small pack, it has vmex modified source code and entspy, enjoy: http://depositfiles.com/files/4m6mkpwon To the rest of you moralists and greedy mappers, i have a treat for you too. IF YOU REALLY WANT TO PROTECT YOUR MAPS: - get entSpy and add random keys to any entities. Try to use key names that make sense. It will take ages for anyone to figure out what keys are preventing a map from being decompiled. no_decomp was just an arbitrary key name it could be anything, like no_theft, f*ck_you or this_will_cause_a_crash_hahaha - And.. make a copy, will you.. i tried it and it didn't break my map, but i can't guaranty anything. Merry Xmas, and happy decom... learning.
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#2
For all that are reading this, please try using BSPSource first. VMEX is shitty.
Courtesy of Ouchi
[Image: IOsS9zl.png]
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#3
(03-12-2018, 04:57 PM)RussianLightning Wrote: For all that are reading this, please try using BSPSource first. VMEX is shitty.

Russian this is for maps that have vmf protection not just decompiling maps
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#4
(03-12-2018, 09:10 PM)Blue Panda Wrote:
(03-12-2018, 04:57 PM)RussianLightning Wrote: For all that are reading this, please try using BSPSource first. VMEX is shitty.

Russian this is for maps that have vmf protection not just decompiling maps

BSPSource also handles protected maps and probably better than VMEX. I have NEVER run into any issues decompiling protected maps with BSPSource.
Courtesy of Ouchi
[Image: IOsS9zl.png]
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#5
(03-12-2018, 09:22 PM)RussianLightning Wrote:
(03-12-2018, 09:10 PM)Blue Panda Wrote:
(03-12-2018, 04:57 PM)RussianLightning Wrote: For all that are reading this, please try using BSPSource first. VMEX is shitty.

Russian this is for maps that have vmf protection not just decompiling maps

BSPSource also handles protected maps and probably better than VMEX. I have NEVER run into any issues decompiling protected maps with BSPSource.
Try to decompile this map its a pain in the ass everything turns no draw https://gamebanana.com/maps/170001
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#6
Yea, that's cause it uses IID NoDraw (Like you would know if you read the output). As far as I know you can't really get around it right now without manually doing a lot of work..
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