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Thread: 3d model of Stalingrad map

  1. #1

    Default 3d model of Stalingrad map

    Hey There
    I'm new here nice to meet y'all

    I was referred here by MFC Kirby (i'm your huckleberry) from my clan because I'm making a MOHAA related artpiece.

    I'm going to put a 3D printed version of mohdm 6 into a fishtank (including fish) so I need a model of the stali map that I can work on either in Blender or in Maya.
    preferably .dae .3ds .fbx .obj .stl or .ply format because I'm most fluid in Blender. But I could try to convert it somehow aswell.

    Is there anyone who has a model in these formats or knows how I could perhaps extract it from the game files?

    Muchos gracias in advance

    Comrade xx

  2. #2

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    The maps in MOHAA are formed with constructive solid geometry (CSG), in that their layouts are designed with brushes or in other words simple convex shapes that you draw in the level editor, and not made out of models. You will need to convert these map layouts into a model. I don't know if anyone has already done this, but you can grab the official .map files from: http://www.mohaaaa.co.uk/AAAAMOHAA/c...aa-source-maps

  3. #3

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    Hi Smithy and thank you for your quick reply.

    I hadn't expected this obstacle. And I was hoping that someone at some point would have made a model out of Stali...
    But can I ask you as a follow up question: what do modders usually do then when they design new maps?
    They have to work in CSG themselves I suppose? Or do they model and then convert the result to CSG ?
    Maybe you can direct me towards an introduction?

    I'm sorry if this is obvious and I'm asking dumb questions. But just finding mohaa stuff online in general has become quite hard.

  4. #4
    Administrator James's Avatar
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    No question is a dumb question if you're learning something for the first time. Everyone has to start somewhere.
    Mapping isn't my strong point, so I don't think I'll be much assistance, but I will say this... Many years ago I made a counterstrike mod for MOHAA. I took CS maps and converted them to MOHAA BSP's.
    Basically the maps were pretty different, fortunately I saw that there were some CS tools released that allowed me to extract the contents of those maps to a editable "map" txt file. Still the formatting was different than MOHAA's, but at that point I was able to copy paste and work around that obstacle, and I remember being able to successfully get the map and the textures converted into MOHAA.

    Maybe this will help; although I think these are player models: https://forum.xentax.com/viewtopic.php?f=16&t=8103

    Some other links that may be helpful:
    https://github.com/andyp123/blender_io_mesh_bsp
    https://tf2maps.net/threads/import-b...blender.35256/
    http://andyp123.blogspot.com/2013/06...-importer.html
    https://blenderartists.org/t/bsp-exp...ript/602796/11
    https://developer.blender.org/F24898
    https://github.com/fzwoch/bsp2obj
    http://quakeone.com/forum/quake-help...file-convertor

    Hopefully one of these links helps you out.

  5. #5
    Developer RyBack's Avatar
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    You can use a ripper. It'll rip models directly form the renderer. Google opengl ripper.
    Slight chance textures might not be captured though.

  6. #6

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    Quote Originally Posted by MFCcomradexx View Post
    what do modders usually do then when they design new maps?
    They have to work in CSG themselves I suppose? Or do they model and then convert the result to CSG ?
    Like me, they use the tools available in the level editor to draw out the solid geometry . Literally all it takes is for you to drag out a shape in the editor and you've made a wall in a second. Each wall, skirting board, ceiling beam, set of stairs, roof etc is usually made out of these shapes. Obviously models are used in MOHAA for complex objects like trees, cars, players etc but compared to the actual structure of the map they are relatively few and far between. Modern games have mostly done away with CSG and are largely model based, but back in the day it was a very good workflow because it was quick, it was easy (didn't require you to be a model artist), it was low poly, it was cheap to light, and it tied in with the engine's way of rendering the game (BSP or binary space partitioning, but this also had its downsides). Some modern games still use this method, like Source engine games such as CSGO (but with much more advanced tools). There is a good case to be made that the CSG way of level design has some advantages over today's methods, which I think modern engines can learn from to make the design process more free-flowing, flexible, and autonomous for the level designer (don't rely so much on artists or becoming a decent artist yourself), but there are many advantages of splitting the process between several skill sets too.

    As Source engine uses BSP too and a lot of the principles remain equal to MOHAA (they both originate from the Quake engine after all), here is a page that talks about the shapes (brushes): https://developer.valvesoftware.com/wiki/Brush
    Last edited by 1337Smithy; September 21st, 2019 at 01:23 PM.

  7. #7

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    maybe Leyok can help with this. He have the MOHUE converter (UE4 uses meshes right?)
    and for a 3d printing he only needs an untextured model, so shouldn't be a big deal

    @Comrade, this is a really cool project. when you finish it, please post a video or pictures

  8. #8

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    Hey Guys, thank you for the input. I've been busy for a while but now the grant has been given for the project to go ahead.
    WE'VE GOT MONEY
    So I can go ahead now with preparing the models.
    I'll follow up some of the leads you guys have given me and then decide.
    Worst case I can still replicate Stali in Blender myself. It's not THAT complicated of a map after all.
    The good news is that the project WILL happen in march in the town of Waregem in Belgium.
    There will be a live-stream of our aquatic creatures battling it out on Twitch.tv
    I'll post the link to the livestream in this thread once it's on.

    Thanks again for all the help.

    COMRADE xx

  9. #9

    Smile

    I found a (inefficient) way to port mohaa maps into Blender.


    1. Open mohdm6.map with MohRadiant
      • Remove all entities/lights/models/triggers/hints/etc... So only structural brushes are left
      • Convert every 'detail' brush to 'structural'
      • Replace every single texture with 'common/caulk' texture
      • save a new .map file

    2. Open that .map file with GtkRadiant using quake 3 as base game (need quake 3 to be installed)
      • Replace all 'common/caulk' textures with 'stone/pjrock1' (a stone texture from quake 3)
      • Compile a bsp: (single bsp) -meta

    3. Convert the generated bsp to fbx using Ley0k's converter (link) (only works with quake 3 bsp's)
    4. Open the generated fbx with Paint 3D (windows 10 app), and save it again as fbx to avoid the 'ASCII fbx files are not supported' error in Blender
    5. Finally, Import the fbx into Blender


    And here are the .blend files for Blender 2.79 and 2.8:
    Stalingrad (Blender 2.79).zip
    Stalingrad (Blender 2.8).zip

    You will probably need to clean the model (remove interior walls and stuff) to make a nice 3d printable version of the map
    Or make every build an individual model, IDK. But if you have the skills and the time I'm sure you will make something nice.


    I hope this helps you
    Good luck with your project

    Result:

  10. #10

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    Oh my God Zappa,

    I don't know what to say man,
    you just saved me so much time and work.
    How you even figured this out is beyond me, it looks so incredibly inefficient
    Can I send you a bouquet of flowers and some Belgian chocolates?
    If so Pm me your adress please.
    You're getting credited for your help in every publication connected to the project, be sure of that.
    And Pm me the name you want to be credited under please.
    It's the least I can do.
    Thank you

    Comrade

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