Garry's Mod
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V2 Rocket Facility | obj_team2
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Tipo de contenido: Extensión
Tipo de extensión: Mapa
Etiqueta de extensión: Diversión, Escénico
Tamaño
Publicado el
38.338 MB
4 FEB 2021 a las 16:03
1 nota sobre cambios ( ver )

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V2 Rocket Facility | obj_team2

Descripción
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 comentarios
ℳℴℯ𝒟ℯ |•ω•)っ 12 ENE a las 18:40 
best map in MOHAA <33
Avot  [autor] 4 ENE 2024 a las 14:06 
@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
Gabe 4 ENE 2024 a las 13:32 
how did you get the flags and the banner?
Kaibobmoo 28 FEB 2023 a las 13:23 
I lost this map when I got a new PC, so glad I found it again.
ℳℴℯ𝒟ℯ |•ω•)っ 2 DIC 2022 a las 18:30 
:HeartSquishy:
Moon. 21 ABR 2021 a las 14:08 
Yeah I meant the bezier curves thingies. Thanks for the info.
Avot  [autor] 21 ABR 2021 a las 12:54 
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  [autor] 21 ABR 2021 a las 12:54 
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. 21 ABR 2021 a las 5:25 
Mind if I ask how you converted over the patches, the ambient illumination settings and the fog settings?
Blue Umbrella 9 MAR 2021 a las 11:04 
cool