Destinations

Destinations

Dust 2 CS:GO de_dust2
6 Comments
Atlantic™ 18 Apr, 2017 @ 1:35am 
I know you can import the files directly but... I didnt do that the hard part is bringing in the textures. I used wall worm tools for 3ds but you have to have a game directory with all files decompiled and converted to have it do all textures. the whole importing process took about 20 mins on my i7-6850k
so not too long but depending on what cpu you have It may be harder.
lonedeveloper 9 Apr, 2017 @ 6:20pm 
When it comes to importing maps, Destinations Workshop Tools has support for importing .vmf files and converting them to .vmaps. Is this the method you used? It really is quite easy, the only difficult part for me is to then port the textures/models one by one, which is very tedius.
zane 16 Mar, 2017 @ 7:43am 
Pretty erie in the dark/unlit areas. Ghost town feel.
1 VRG.BY 9 Feb, 2017 @ 12:58pm 
nice
Atlantic  [author] 5 Feb, 2017 @ 10:20am 
glad you asked. If you want me to help you through the process Id be more than happy to, Or I can do it for you if you want. I used wall worm tools for 3ds max, GCFScape VTFEdit and source 2 (destinations). I am actually quite impressed at how well it worked and the audience that this has attracted for my first workshop item. anyway add me and we can discuss more there.
QuickNinjaCat 5 Feb, 2017 @ 9:26am 
How exactly was this ported over perfectly? I've been trying to port over a simple Gmod map, but I've been "porting" it by having Hammer 1 and Hammer 2 (Destinations' Hammer) and looking at brush/block sizes in the VMF and creating them in Hammer 2.

(This isn't exactly a "perfect" port, as some blocks/brushes/models are meant to have transparent textures, such as the crates at B. But the map geometry, including displacements, is perfect.)