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██▒▒▒▒█▒▒▒▒██(¯`•´¯)
▀██▒▒▒▒▒▒▒██▀.*•❀•*.
─▀██▒▒▒▒▒██▀.•..(¯`•´¯)
───▀██▒██▀(¯`•´¯)*•❀•*
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♥𝙖𝙙𝙙 𝙢𝙚 𝙥𝙡𝙚𝙖𝙨𝙚♥
Luckily I still had it so I uploaded it here: https://github.com/Avotien/omohconverter_backup
- I imported a reference for where all the models should be placed, but they were all manually placed by hands. Lighting also had to be done by hand.
- I also had to scale down the original map by 0.78 since the player scales between games are different.
- For porting the simple world geometry, I used QuArk to open the .map file and then made it useable in hammer. I also manually ported the textures used in the map to a format useable by the source engine. Textures had to be replaced manually.
- For the more complex geometry (pipes, ladders, barrels, terrain) I used a tool found here: https://www.x-null.net/forums/threads/3542-3d-model-of-Stalingrad-map/page2 to extract it as fbx from the original bsp map file, I then imported it into Blender and I used the SourceOps plugin to export all complex geometry as models to be useable by the source engine, except the terrain, for that I used the displacement exporter included with SourceOps.
172.255.12.12:27015,
really cool
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───▄▄██▌█ InCOMING DERANK DERANK
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▀(@)▀▀▀▀▀▀▀(@)(@)▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀(@)▀