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Base JKA Source Files (decompiled)

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About This File

Hello all! I've brought treats!

I wrote a batch file that decompiled all of the .bsps available in the base JKA asset .pk3s. and got the .maps for all of the single- and multiplayer maps in the game. Hopefully this can help some folks get maps up quickly or use some of the geo in the original maps, or even just for learning purposes.

Just a few quick points:

1. I have not edited these. What you see is what the decompiler spit out. Decompiling from .bsp is notoriously messy; you will have some missing textures, shaders, and models. 

2. The only thing I did was decompile the .bsps, so full credit for these .maps goes to Raven Software. 

3. I have not included files that can be found in the most recent version of NetRadiant_Custom. That means the following files are not included: 

kor1
t1_rail
t2_rancor
t3_rift
mp/ctf4
mp/duel8
mp/ffa5
mp/siege_hoth

4. I have included the JA bonus maps here, as they were official Raven releases. 

5. The Star Destroyer siege map is not included; you can find the .map on JKHub.

Thanks for downloading and I hope this package helps you!

============
CREDITS
============

Raven Software, for all of the .bsps from which I decompiled.
Everyone on the JKCommunity Discord for helping me navigate this process. 

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS™ & © LUCASARTS ENTERTAINMENT COMPANY, LLC AND/OR ITS LICENSORS.

DarthValeria and Smoo like this

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7 hours ago, Laisum said:

Light will not be decompiled too. =(

Unfortunately I'm not sure if there's anything I can do about that. If I can find better ways to decompile the .maps I'll be sure to update these.

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15 hours ago, JesseHumphry said:

Unfortunately I'm not sure if there's anything I can do about that. If I can find better ways to decompile the .maps I'll be sure to update these.

Sadly lights never be decompiles and get ever losted alls. textures lots their alignments.

misc_models are losted too, they become structural brushes.

Again i not way a better way to decompile BSP.

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13 hours ago, Asgarath83 said:

Sadly lights never be decompiles and get ever losted alls. textures lots their alignments.

misc_models are losted too, they become structural brushes.

Again i not way a better way to decompile BSP.

SOME textures lose their alignments. I decompiled with map_bp and it keeps the alignments in some cases. You'll need to have UV lock on in NRC if you use anything though. 

mjt likes this
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20 hours ago, JesseHumphry said:

SOME textures lose their alignments. I decompiled with map_bp and it keeps the alignments in some cases. You'll need to have UV lock on in NRC if you use anything though. 

Interesting. i didn't knew that uv lock can preserve from this issue.

thanks man! :)

JesseHumphry likes this
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On 11/24/2021 at 11:42 AM, Asgarath83 said:

Sadly lights never be decompiles and get ever losted alls. textures lots their alignments.

misc_models are losted too, they become structural brushes.

Texture allignment is much less of an issue when decompiling with current q3map2 from NetRadiant Custom - misc_models are not lost, the point entity will be where it should be - it's just when the mappers didn't include the md3's you'd have to extract those in another manner - such as the blender bsp importer route and make .md3s out of them again.

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11 hours ago, mjt said:

Texture allignment is much less of an issue when decompiling with current q3map2 from NetRadiant Custom - misc_models are not lost, the point entity will be where it should be - it's just when the mappers didn't include the md3's you'd have to extract those in another manner - such as the blender bsp importer route and make .md3s out of them again.

Lights are preserved too?!?!!? O_O "

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7 hours ago, Asgarath83 said:

Lights are preserved too?!?!!? O_O "

The lights included in the .bsp are decompiled too - if the mapper compiled with _keeplights 1 - if not, like most ravens JKA maps, you don't get the lights back

JesseHumphry and Asgarath83 like this
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3 hours ago, Asgarath83 said:

Cool. i should remember to use _keeplights on my projects. thanks. 🙂

You could just include the source file instead, though, to remove the need to decompile. No point in using keeplights if the source file is intact. 

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22 hours ago, JesseHumphry said:

You could just include the source file instead, though, to remove the need to decompile. No point in using keeplights if the source file is intact. 

Yes, that's make sense. 🙂

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If you were to lightmap your map in blender instead of q3map2 - using _keeplights 1 still spares you an extra import of a file with just the lights compiled into it. The keeplights stuff doesn't affect ingame entity count as far as I'm concerned and thus the few KB extra per .bsp really are worth the effort - especially if sourcefiles and compiled files magically get separated by whatever circumstances.

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