Protecting a Map From Decompiling

My theory is maps are like houses, if you don’t lock them stuff will get stolen. Just because you lock a map doesn’t mean that stuff won’t get stolen. There is always around a map lock, all we can really do is cause as much trouble for the decompiler as we can. There a 5 things we can do achieve this. I’ll outline below how to implement all of these protections into a map.

1. The no_Decomp flag

This one is simple, it will simply cause the decompile to error.

  1. Create a “Info_Target” anywhere into your map.
  2. Turn off “Smart Edit”
  3. Click add.
  4. Add “no_decomp” into the Key field.
  5. Add “1” into the Value field.

 

 

 

 

 

 

 

Simple right? But I’ll be blunt, this protection is the easiest to crack. All the decompilers needs to do is open the map with ENTspy and remove the info_target’s flag.

2. The Lock texture

This one is simple as well. It will cause the decompiler to error.

  1. Browse to your materials folder and create a folder named “tools”
  2. Inside that folder create a text file named “locked.vmt”
  3. Inside the VMT add this

“Lightmappedgeneric”
{
“$basetexture” “dev/bump”
}

4. Create a brush somewhere in you’re map with this texture

Done, this one is simple and effective.

3.  The prefab

This is another brush lock, super simple no brainer. It will cause the decompiler to error.

  1. Download this: [download id=”45″ format=”2″]
  2. Add this prefab into you’re map somewhere.

That’s it, told you it was simple.

4. obfuscating the VMF file

This one is not protection like the others, more of annoying the decompiler if he is successful in decompiling. Again, simple.

  1. Download this: [download id=”45″ format=”2″]
  2. run IID_GUI.exe
    1. You can also drag and drop a VMF onto the other exe (IID.exe)
  3. Browse for you’re map.
    1. If you want to have all logical entity’s placed at 0,0,0 then leave this box checked. (If left checked it will move all entity’s that locations don’t matter to 0,0,0 resulting in a major confusion for the decompiler)
  4. Click “Obfuscate”
  5. Enjoy your obfuscated map!

 

 

 

 

 

To see what it has done just load the map into hammer.

5. obfuscating the BSP textures

This one is not protection like the others, more of annoying the decompiler if he is successful in decompiling. This one is done to the BSP, and when decompiled it will mess with all the textures in the level.

  1. Download this: [download id=”45″ format=”2″]
  2. Drag and drop BSP file onto “IID_BSP.exe”
  3. Enjoy the texture obfuscated map!

Well, I hope you guys found this helpful!

Enjoy guys!