Unable to decompile bsp
Quote from spongylover123 on January 10, 2012, 11:38 amI want to make a .bsp unable to compile, encrypt it.
I heard Omnicoder made a Map Ofusciator, but since mAL is down I can't download or find it.
So is it possible to make a map undecompileable?
I want to make a .bsp unable to compile, encrypt it.
I heard Omnicoder made a Map Ofusciator, but since mAL is down I can't download or find it.
So is it possible to make a map undecompileable?

Quote from josepezdj on January 10, 2012, 12:12 pmWell.... man... it happens that some time ago I found the BIBLE about that!
Check out:
http://www.tophattwaffle.com/?p=2355Anyway, Omnicoder is so kind, I'm sure he will send you a link for his tool if you look for him in steam or write a PM to him here in the forum...
Well.... man... it happens that some time ago I found the BIBLE about that!
Check out:
http://www.tophattwaffle.com/?p=2355
Anyway, Omnicoder is so kind, I'm sure he will send you a link for his tool if you look for him in steam or write a PM to him here in the forum...
Quote from Robdon on January 10, 2012, 12:24 pmHi,
Obfuscator is also here:
http://forum.interlopers.net/viewtopic.php?f=1&t=33567&sid=92a85b2c96d2d1c797bec92004bc628d
Also, I've not tried it or know if it still works, but in the paragraph at the end of this article there is a section about making it harder to decompile files.
https://developer.valvesoftware.com/wiki/Decompiling_Maps
But in the end, you can always manage to decompile 'something', if you're clever enough
Rob.
Hi,
Obfuscator is also here:
http://forum.interlopers.net/viewtopic.php?f=1&t=33567&sid=92a85b2c96d2d1c797bec92004bc628d
Also, I've not tried it or know if it still works, but in the paragraph at the end of this article there is a section about making it harder to decompile files.
https://developer.valvesoftware.com/wiki/Decompiling_Maps
But in the end, you can always manage to decompile 'something', if you're clever enough
Rob.
Quote from Robdon on January 10, 2012, 12:25 pmEDIT: josepezdj beat me to it, that page looks better...
** Crap pressed the wrong button... now the 'double post' police will have me
EDIT: josepezdj beat me to it, that page looks better...
** Crap pressed the wrong button... now the 'double post' police will have me
Quote from Spam Nugget on January 10, 2012, 6:09 pmjosepezdj wrote:Well.... man... it happens that some time ago I found the BIBLE about that!Check out:
http://www.tophattwaffle.com/?p=2355Anyway, Omnicoder is so kind, I'm sure he will send you a link for his tool if you look for him in steam or write a PM to him here in the forum...
Wow, thats really useful! I had no idea you could stop people from decompiling. Thanks!
Check out:
http://www.tophattwaffle.com/?p=2355
Anyway, Omnicoder is so kind, I'm sure he will send you a link for his tool if you look for him in steam or write a PM to him here in the forum...
Wow, thats really useful! I had no idea you could stop people from decompiling. Thanks!

I think in terms of boolean variables. Generally, it makes things easier.
Quote from spongylover123 on January 10, 2012, 6:59 pmSorry for the late reply, I have download the map obfuscator and used tophattwaffle's tutorial, I'll use both and see with one's easier
Sorry for the late reply, I have download the map obfuscator and used tophattwaffle's tutorial, I'll use both and see with one's easier
Quote from Robdon on January 10, 2012, 7:02 pmSpam Nugget wrote:Wow, thats really useful! I had no idea you could stop people from decompiling. Thanks!It doesnt really 'stop' people... it just makes it harder
It doesnt really 'stop' people... it just makes it harder
Quote from Soundlogic on January 11, 2012, 3:58 pmIt doesn't make decompiling harder. What it does is mess up all your names, connections, locations of logic entities, so as to render the map no longer readable by humans, but does it in such a way so as to have it keep working.
It doesn't make decompiling harder. What it does is mess up all your names, connections, locations of logic entities, so as to render the map no longer readable by humans, but does it in such a way so as to have it keep working.
Quote from Robdon on January 12, 2012, 7:12 amI've tested all the things from that page:
Using the latest version of BSPSource (1.3.1) ALL those methods dont work.
BSPSoruce just reports that they were detected, but it continues to decompile them:
[warning] BspDecompiler: hidden contains anti-decompiling flags or is obfuscated!
[warning] BspDecompiler: Detected methods:
[warning] BspDecompiler: VMEX entity flag (no_decomp)
[warning] BspDecompiler: VMEX texture flag (tools/locked)
[warning] BspDecompiler: VMEX protector brush flagI couldnt get the Obfuscator for VMF to work, it just kept crashing on me (Release 4, on Win7 64bit), and the BSP one for textures didnt seem to do anything.
However, even if the obfuscator did work, its only going to change the names of your entities to random characters, I guess, and although it will make it more difficult to understand it hardly 'stops' people from taking you ideas and how you did them and recreating them.
I'm not condoning copying peoples maps or ideas without permission, but basically, there isnt really any way to protect your maps, only make it a bit harder, and it seems that even then, these methods arnt working.
I just want to make it clear for people that dont know or look into it, that these methods either dont work or only make it harder for people to decompile, its not going to stop them decompiling them.
If I'm wrong then fair enough, please show me, but I cant see an effective way to do it.
HTHs,
Rob
I've tested all the things from that page:
Using the latest version of BSPSource (1.3.1) ALL those methods dont work.
BSPSoruce just reports that they were detected, but it continues to decompile them:
[warning] BspDecompiler: hidden contains anti-decompiling flags or is obfuscated!
[warning] BspDecompiler: Detected methods:
[warning] BspDecompiler: VMEX entity flag (no_decomp)
[warning] BspDecompiler: VMEX texture flag (tools/locked)
[warning] BspDecompiler: VMEX protector brush flag
I couldnt get the Obfuscator for VMF to work, it just kept crashing on me (Release 4, on Win7 64bit), and the BSP one for textures didnt seem to do anything.
However, even if the obfuscator did work, its only going to change the names of your entities to random characters, I guess, and although it will make it more difficult to understand it hardly 'stops' people from taking you ideas and how you did them and recreating them.
I'm not condoning copying peoples maps or ideas without permission, but basically, there isnt really any way to protect your maps, only make it a bit harder, and it seems that even then, these methods arnt working.
I just want to make it clear for people that dont know or look into it, that these methods either dont work or only make it harder for people to decompile, its not going to stop them decompiling them.
If I'm wrong then fair enough, please show me, but I cant see an effective way to do it.
HTHs,
Rob

Quote from ChickenMobile on January 12, 2012, 8:48 pmEven if you create a map it is still decompilable with hacked versions of a decompiler. The only way I found to make it very hard to decompile is to get a program like entSpy and manually add a key that has not physically been compiled into the map, that way the decompiler will get an error and refuse to compile.
See this site for details on how decompilers can get around protection and see their way to make it impossible.
Also I believe there is a way to make an invalid brush outside the physical map bounds (stops decompiling), however I have no idea what effect this has when you actually launch the map.
Even if you create a map it is still decompilable with hacked versions of a decompiler. The only way I found to make it very hard to decompile is to get a program like entSpy and manually add a key that has not physically been compiled into the map, that way the decompiler will get an error and refuse to compile.
See this site for details on how decompilers can get around protection and see their way to make it impossible.
Also I believe there is a way to make an invalid brush outside the physical map bounds (stops decompiling), however I have no idea what effect this has when you actually launch the map.