Page 2 of 2

Posted: Tue Sep 13, 2005 10:47 am
by Major Pain
Cobra wrote:Mohaa Source would be nice. :)
Here you go m8...

Medal of Honor: Source

Oh, and I hate mapping in Hammer. It's completely different than mapping for the Q3 Engine. It takes a lot of learning. But like I said, it remains different.

Posted: Tue Sep 13, 2005 12:40 pm
by PKM
i've got nothing against hard learning, with some tuts and patience i , like most of you , taught myself radient. question is..........is the outcome worth relearning a whole new CP ?

Posted: Tue Sep 13, 2005 3:33 pm
by lizardkid
Hammer doesnt have any advantages over Radiant. it's just if you're mathematically minded that's the way to go. i can't deal with using three grids and a 3dview like that (i use 3d view and top-down in Rad)

but the camera controls are nicer *shrug*

Posted: Thu Sep 22, 2005 3:57 am
by lizardkid
I'm sorry for necromancy, but i had to share this, if anyone's ever felt frusterated with Hammer.

I was getting irritated at Hammer's distinct difference from MOHRad, such as camera controls (debatably nicer), texturing, placing entities, and the like.

So instead of getting used to a new way of doing things, i (as i am wont to do) adapted how i'm used to to how i need to do it.

You can make a basic map (i used test_firefight.map) and load it in Hammer, you simply need to move it to the
C:\Program Files\Valve\Steam\SteamApps\<login name>\sourcesdk_content\hl2\mapsrc
folder structure. Open Hammer, select Open, change the openable file types to WorldCraft Maps, select your map and be amazed :D

HL2 and MOH follow the same sizing proceedures, roughly.

DO NOT make entities, detail brushes, or anything but normal brushes, do not texture them or place static models. If you do, they will show up as a dorky yellow picture saying "Obsolete" and any detail brushes will come up as errors (x solids were not loaded)
sorry, sounds restricting, but if you'd rather work in MOHRad then Hammer, this is how to do it.

Probably complete spam, but i thought i'd let you all know... in case you sed Hammer.

Posted: Thu Sep 22, 2005 5:13 am
by Rookie One.pl
The detail brush stuff is a result of FAKK and MoH using an obsolete technique for marking detail brushes (detail being a surfaceparm - the Quake 2 way), whereas all the other Q3 engines use a bitflag for it. Been investigating the differences between MoH and ET map formats, so I got to know quite a lot of this stuff. ;)

Posted: Thu Sep 22, 2005 6:06 am
by diego
That's interesting. I'm getting ready to migrate my mohaa map over to ET. I don't have any entities, and all my textures are using unique shaders not dependent on Mohaa. Didn't know there would be a problem with Detail brushes though.

Posted: Thu Sep 22, 2005 12:41 pm
by Rookie One.pl
I started working on a MoH to ET map format converter some time ago but the project is on hold ATM. I'm going to get back at it sometime soon, though.