c1a0e .rmf? Created 5 years ago2018-10-02 23:41:18 UTC by NovaDelta NovaDelta

Created 5 years ago2018-10-02 23:41:18 UTC by NovaDelta NovaDelta

Posted 5 years ago2018-10-02 23:41:18 UTC Post #340973
I'm looking for an .rmf file of c1a0e. My plan is to just have the usual maps and just make the ladder to turn on the anti mass spectrometer really long.

I'll make a video with me climbing the ladder to "Snake Eater". That's pretty much all I'm gonna do.
NovaDelta NovaDeltantx_cairostation_zone2
Posted 5 years ago2018-10-03 01:51:00 UTC Post #340974
You'll need to use a decompiler. The best results will be from decompiling the Half-Life: Source BSP because Source maps decompile a lot better than Goldsource maps. Then you can open the decompiled VMF in Sledge to save it as RMF.
Penguinboy PenguinboyHaha, I died again!
Posted 5 years ago2018-10-03 02:14:19 UTC Post #340975
Thanks. This works for GoldSrc right?
NovaDelta NovaDeltantx_cairostation_zone2
Posted 5 years ago2018-10-03 02:15:19 UTC Post #340976
Also will J.A.C.K work too?
NovaDelta NovaDeltantx_cairostation_zone2
Posted 5 years ago2018-10-03 02:17:48 UTC Post #340977
The only things I need working are the lights and the voices and whatnot.
NovaDelta NovaDeltantx_cairostation_zone2
Posted 5 years ago2018-10-03 04:02:00 UTC Post #340978
Please use the edit button instead of double posting.

You can try decompiling the Goldsource BSP but you will have trouble modifying and compiling it because decompiled Goldsource maps are terrible. On the other hand decompiled Source BSP files are much cleaner and can be modified easily. The steps I listed will let you convert the decompiled Source map to RMF so you can use in whatever editor you like.

You might need to do a search & replace on the VMF in notepad before converting to RMF to convert Source texture names to Goldsource texture names, but that won't be difficult.
Penguinboy PenguinboyHaha, I died again!
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