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V2 Rocket Facility | obj_team2
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Content Type: Addon
Addon Type: Map
Addon Tags: Fun, Scenic
ファイルサイズ
投稿日
38.338 MB
2021年2月4日 16時03分
1 項目の変更履歴 ( 表示 )

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V2 Rocket Facility | obj_team2

解説
This is a port of the V2 Rocket Facility (otherwise known as obj_team2) map from the game Medal of Honor: Allied Assault.

CS:GO Version: https://steamproxy.com/sharedfiles/filedetails/?id=2392927221

Map ported by Avot.

Credits:
Original map made by 2015, Inc. and
is owned by Electronic Arts.
19 件のコメント
MoeDe |•ω•)っ 1月12日 18時40分 
best map in MOHAA <33
Avot  [作成者] 2024年1月4日 14時06分 
@gibby6071 They are models from the game, I needed to get the original models from the game in its pk3 file. I used LightRay3D -> Export .obj & apply/copy texture -> Blender -> Source
Idiot_01 2024年1月4日 13時32分 
how did you get the flags and the banner?
Kaibobmoo 2023年2月28日 13時23分 
I lost this map when I got a new PC, so glad I found it again.
MoeDe |•ω•)っ 2022年12月2日 18時30分 
:HeartSquishy:
Moon. 2021年4月21日 14時08分 
Yeah I meant the bezier curves thingies. Thanks for the info.
Avot  [作成者] 2021年4月21日 12時54分 
For most of the lighting and illumination settings I copied over some of the values found in the original .map file (If you open up the .map file in mohradiant, press n, and check the worldspawn settings, those are the ones i'm talking about) into the lights and light_environment settings. I also manually tweaked some of the values if I found out that the values didn't match what it looked like in the original map.

For the fog, well there is no fog on this map, but on the other map I ported (The Bridge) I did the same thing. I manually ported over the values.

Some thing to keep in mind is that the character heights between the MOHAA and the source engine are different. So a lot of the things were scaled down by 0.78. Some values might also have been modified to match this.
Avot  [作成者] 2021年4月21日 12時54分 
Not sure what you mean by patches, I assume you mean the more complex geometry (pipes and stuff) and the terrain? For that I used a tool (found here: https://www.x-null.net/forums/threads/3542-3d-model-of-Stalingrad-map/page2) to convert the original .bsp file to .fbx. Then I imported the .fbx into Blender and exported most of the complex geometry as model files useable by the source engine. For the terrain I used the SourceOps displacement exporter.
Moon. 2021年4月21日 5時25分 
Mind if I ask how you converted over the patches, the ambient illumination settings and the fog settings?
Blue Umbrella 2021年3月9日 11時04分 
cool