Can you support [specific game]?
Can you support [specific game]?
Generally speaking, most Source engine games should work with BSPSource out of the box, even though they might not be explicitly “supported”.Supported engines:
- Source engine games (Half-Life 2, Portal, Team Fortress 2, CS:GO, Dota 2, etc.)
- GoldSrc (Half-Life 1, Counter-Strike 1.6) - uses a different map format
- Source 2 (Half-Life: Alyx, Dota 2 Reborn, CS2) - uses a completely different map format
Help, all the textures are gray/models are errors!
Help, all the textures are gray/models are errors!
Most of the time this is due to the materials/models not existing in the base game but rather being embedded in the BSP file.This can frequently happen with:
- Workshop maps
- Maps using CS:GO’s autocombine prop feature
- Custom community maps
-
Extract embedded files by checking Extract embedded files in the GUI, or use the CLI flag:
-
Move the contents of the extracted material/model folders into your game’s material/model folder:
- Copy
materials/to[game]/materials/ - Copy
models/to[game]/models/
- Copy
What's the difference between BSPSource and VMEX?
What's the difference between BSPSource and VMEX?
BSPSource is based on a reengineered version of VMEX 0.98g by Rof, which is no longer developed.Key improvements in BSPSource:
- Support for more and newer Source engine games up to Dota 2
- Support for new entity types (func_areaportal, func_areaportalwindow, func_occluder, info_lighting)
- Support for the tools/blocklight texture
- Support for compressed and big-endian encoded maps (Xbox 360, PS3)
- Decompiles VMEX maps flagged with protection
- Improved support for prop_static and info_overlay
- New graphical user interface with output window
- New command line interface
- Integrated pakfile extractor
- Numerous bug fixes
- Open source
Can I decompile protected maps?
Can I decompile protected maps?
BSPSource can decompile maps that were flagged with VMEX protection and can detect other anti-decompiling methods.However:
- Some protection methods may still prevent decompilation
- The quality of the decompiled output may vary
- Respect map creators’ wishes and intellectual property
--no_prot flag to skip protection checking:How do I decompile multiple maps at once?
How do I decompile multiple maps at once?
BSPSource supports batch decompilation in several ways:Method 1: Multiple filesMethod 2: Entire directoryMethod 3: Recursive directory searchMethod 4: File list
Create a text file with one BSP path per line:Then use:
What Java version do I need?
What Java version do I need?
BSPSource requires Java 24 or higher.Check your Java version:If you download the platform-specific builds (
bspsrc-windows.zip or bspsrc-linux.zip), Java is included and you don’t need to install it separately.The bspsrc-jar-only.zip requires Java 24+ to be installed and configured on your system.Why are some entities missing or incorrect?
Why are some entities missing or incorrect?
Some internal entities are entirely consumed by VBSP during compilation and cannot be perfectly restored. See the Limitations page for details.Common missing entities:
- func_instance
- func_instance_parms
- func_instance_origin
- func_viscluster
- info_no_dynamic_shadow
Can I use the decompiled VMF commercially?
Can I use the decompiled VMF commercially?
This depends on:
- The original map’s license
- The game’s terms of service
- Intellectual property rights of the original creator
- Respect the original map creator’s rights
- Check the game’s modding policy
- Don’t redistribute copyrighted content
- Give credit where appropriate
How do I run BSPSource on Linux?
How do I run BSPSource on Linux?
- Download
bspsrc-linux.zipfrom the releases page - Extract the contents
- Run using the shell script:
What's the difference between GUI and CLI?
What's the difference between GUI and CLI?
GUI (Graphical User Interface):
- User-friendly visual interface
- Good for single map decompilation
- Output window shows progress
- Easy to configure options
- Scriptable and automatable
- Better for batch processing
- Can be integrated into workflows
- More options and flexibility
Why is my decompiled map huge in file size?
Why is my decompiled map huge in file size?
Decompiled VMF files are typically much larger than the original BSP because:
- BSP files are compiled and optimized
- VMF files contain detailed brush geometry in text format
- BSP compilation removes redundant data
- Disable entity types you don’t need (see CLI Options)
- Use
--no_sprpto skip prop_static entities - Use
--no_overlaysto skip overlay entities - Use simpler brush modes
Can BSPSource recover the original .vmf exactly?
Can BSPSource recover the original .vmf exactly?
No, BSPSource cannot perfectly recreate the original VMF file.Why:
- The BSP compilation process is lossy
- Some entities are consumed during compilation
- Brush geometry is converted and optimized
- Original brush shapes may be approximated
- Instance data is flattened
- A functionally similar VMF
- The compiled level geometry
- Entity placements and properties
- A good starting point for modifications