Overview
BSPSource provides a graphical user interface (GUI) for users who prefer a visual workflow over the command line. The GUI exposes all the same options as the CLI in an easy-to-use interface.Launching the GUI
Windows
Double-clickbspsrc-gui.exe or bspsrc.jar.
Alternatively, run from the command line:
macOS / Linux
Run the JAR file:Interface Overview
The BSPSource GUI is organized into several sections:File Selection
The main panel displays a list where you can add BSP files to decompile. Add Files- Click Add Files to browse for individual
.bspfiles - Click Add Folder to add all BSP files from a directory
- Use Remove to delete selected files from the list
- Use Clear to remove all files from the list
- Default Output: VMF files are created in the same directory as source BSP files
- Custom Output: Specify a custom output directory for all decompiled VMF files
Configuration Tabs
The configuration panel is organized into tabs, matching the CLI option groups:- Entity Options
- Brush Options
- Texture Options
- Other Options
- Advanced
Control which entity types are written to the VMF file.Entity Types
- ✓ Point Entities - Write point entities (lights, spawns, etc.)
- ✓ Brush Entities - Write brush entities (doors, triggers, etc.)
- ✓ Static Props - Write prop_static entities
- ✓ Overlays - Write info_overlay entities
- ✓ Cubemaps - Write env_cubemap entities
- ✓ Details - Write func_detail entities
- ✓ Areaportals - Write func_areaportal entities
- ✓ Occluders - Write func_occluder entities
- ✓ Ladders - Write func_ladder entities
- ✓ Vis Clusters - Write func_viscluster entities
- ✓ Fix Entity Rotation - Fix instance entity brush rotations for Hammer
- ☐ Force Manual Areaportal Mapping - Force manual entity mapping for areaportals
- ☐ Merge Detail Brushes - Merge touching func_detail brushes into one entity
Checkboxes marked with ✓ are enabled by default. Uncheck them to disable that entity type.
Workflow
Basic Decompilation
Add BSP Files
Click Add Files and select one or more
.bsp files, or click Add Folder to add all BSP files from a directory.Configure Options (Optional)
Adjust settings in the configuration tabs if needed. Default settings work well for most maps.
Monitor Progress
The progress bar and status log show decompilation progress. Green messages indicate success, red messages indicate errors.
Batch Decompilation
Decompile multiple maps with the same settings:Add Multiple Files
Use Add Files to select multiple BSP files, or use Add Folder to add an entire directory.
Selective Entity Decompilation
Decompile only specific parts of a map:Configure Entity Options
Go to the Entity Options tab and uncheck entity types you don’t want.For example, to decompile only world geometry:
- Uncheck Point Entities
- Uncheck Brush Entities
- Uncheck Static Props
- Keep World Brushes checked in the Brush Options tab
Troubleshooting Failed Decompilation
If a map fails to decompile or produces incorrect results:Try Different Brush Mode
Go to the Brush Options tab and try a different brush mode:
- If BRUSHPLANES fails, try ORIGFACE
- If ORIGFACE fails, try SPLITFACE
Check Game Detection
Go to the Other Options tab and verify the App ID:
- Click List App IDs to see all games
- Set the correct App ID if auto-detection failed
Presets
The GUI allows you to save and load configuration presets for different use cases.Common Presets
Default - Full Decompilation
Default - Full Decompilation
All options enabled, BRUSHPLANES mode.Best for:
- Complete map decompilation
- Editing and studying maps
- Creating modified versions
Geometry Only
Geometry Only
Only world brushes and displacements, no entities.Best for:
- Extracting map layout
- Creating simplified versions
- Performance testing
- Entity Options: All unchecked
- Brush Options: World Brushes ✓, Displacements ✓
Debug Mode
Debug Mode
Full decompilation with debug information.Best for:
- Troubleshooting issues
- Understanding decompilation process
- Reporting bugs
- Advanced: Debug Mode ✓
- All other defaults
Fast Processing
Fast Processing
Skip protection checks and optional features for speed.Best for:
- Batch processing many maps
- Processing known-unprotected maps
- Quick previews
- Other Options: Skip Protection Check ✓
- Other Options: Write Cameras ☐
- Other Options: Write Visgroups ☐
Keyboard Shortcuts
| Shortcut | Action |
|---|---|
Ctrl+O | Add Files |
Ctrl+Shift+O | Add Folder |
Ctrl+D | Decompile |
Delete | Remove Selected Files |
Ctrl+A | Select All Files |
Ctrl+Q | Quit |
Tips
Limitations
- Some maps with heavy protection may not decompile correctly
- Very large maps may take significant time to process
- Complex custom entities may not be perfectly reconstructed
- Not all Source engine games are supported (see Supported Games)
Error Messages
Common Errors
“Failed to read BSP file”- The file is corrupted or not a valid BSP file
- Try opening the map in-game to verify it works
- Game detection failed
- Manually set the correct App ID in Other Options
- The map has decompile protection
- Results may be incomplete or incorrect
- Try enabling “Skip Protection Check” (may not help)
- The map is too large for available memory
- Increase Java heap size:
java -Xmx4G -jar bspsrc.jar - Try disabling some entity types to reduce memory usage
Next Steps
After decompiling a map:- Open the VMF file in Hammer Editor
- Check for any errors or warnings
- If using a face-based brush mode, you may need to clean up geometry
- Save the VMF and compile it to test functionality
- Make your edits and modifications