
AWP (like in countersrike) WIP thread
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great now where just gonna have halo awp whores, thanks, jk
thats nice, i spent hours looking for a bsp decompiler, and couldnt find one, i wanted to convert sumthin like de_dust to halo, if we could convert the bsp to a 3ds readable format then we could do it, and you know how amazing that would be, play cs levels on the halo engine? anyways, im done now, gg

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That'd be impossible. There are bsp decompilers like Winbsp, but that won't get it to the 3dsmax level. But Quake2 (and everything built on the source) uses seperate blocks for things. Basically it can't have open edges because it doesn't use faces that way. Everything's built using prisms. The best thing you can do to convert these is to do it by hand.zero_cool wrote:great now where just gonna have halo awp whores, thanks, jkthats nice, i spent hours looking for a bsp decompiler, and couldnt find one, i wanted to convert sumthin like de_dust to halo, if we could convert the bsp to a 3ds readable format then we could do it, and you know how amazing that would be, play cs levels on the halo engine? anyways, im done now, gg
The best games for converting are the ones that use the same bsp system, like Red Faction, all the UT games (to my knowledge), and a few others. Except I think the UT games are a little different and what should be scenery is part of the bsp making the polycount way higher.
Awesome model, as usual. Needs a trigger, though.. (you seem to leave that for last
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Oh, and how'd you create the rounded handle thing? With splines, or just boxin'?

sweet! I've been wanting to know this for ages! TyvmAll you have to do is set a skylight above your model, then click the cast shadows box, so it is checked, render, and you're done

Oh, and how'd you create the rounded handle thing? With splines, or just boxin'?