de_dust2 map without errors Created 1 year ago2020-03-14 11:28:14 UTC by Postar Postar

Created 1 year ago2020-03-14 11:28:14 UTC by Postar Postar

Posted 1 year ago2020-03-14 11:28:14 UTC Post #343894
Hi guys, i need de_dust2.rmx or .map without errors when compilling it.. Everytime when i decompile dust2 map and try to compile it without any changes i have a lot of errors, i can fix some but not enough good.... If anyone have that map without errors and bugs please send me <3
  • Sorry if i'm writing in wrong section.. i'm first time here...
  • And sorry for bad english ....
Posted 1 year ago2020-03-14 14:42:31 UTC Post #343897
I downloaded it ages ago, probably from a site called I don't know if it's okay to share it. Try googling "de_dust2.rmf". The site is the top result for me.
Posted 1 year ago2020-03-14 16:58:33 UTC Post #343900
Thanks you im will try <3
Posted 1 year ago2020-03-14 17:09:05 UTC Post #343902
Nothing :(
Posted 1 year ago2020-03-14 17:42:49 UTC Post #343904
Just to be clear, are you looking for the cs1.6 map or CSS/CSGO. If you're looking for the CS1.6 map, UbOh is correct and it's the top result in Google. You're also posting on the wrong board.

If however it IS the Source version you want, I have no idea.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2020-03-16 18:58:04 UTC Post #343913
I have a perfect copy of de_dust map from CS 1.6 in a RMF/MAP file that I rebuilt entirely from scratch, but I won't share it as this is not what you are looking for :P
MrMystery MrMysteryBanned
Posted 1 year ago2020-03-18 05:50:44 UTC Post #343923
Original de_dust2 was made a long time ago it utilises no optimisation whatsoever. If you found a map that looks crapply made but has the sane amount of solids to acommodate all the textures that is the original dust2 rmf that when compiled produces an working copy of dust2.
Steam version has an slightly altered dust2 version, but that depends on what you are looking for.
Stojke StojkeUnReal
Posted 1 year ago2020-03-18 06:43:55 UTC Post #343924
Advice for avoiding © issues:

1. Decompile de_dust.bsp
2. Take a screenshot of the map in Hammer or Quark
3. Create a new file
4. Use the screenshot as background in Hammer or Quark
5. Build the map using the background as reference.

It is the ONLY way to do it right.
Posted 1 year ago2020-03-18 07:55:58 UTC Post #343925
Not really, in legal terms you had "Access" to it and so did a million other people as a result it would never pass as an original work.
Not that you need to, you won't be distributing it for profit and good lord there's like thousands of dust remakes out there anyway.

@Stojke compiling the same dust2 with no optimisation on VHLT would still produce a more optimized result than the existing dust2. Besides if you can't run it what are you even running cs on?
rufee rufeeSledge fanboy
Posted 1 year ago2020-03-18 19:17:21 UTC Post #343926
Yeah, old tools werent so fine tuned. I was asked once to make an dust 2 forrest map, which I did by merging an wad from an already existing texture mod and doing some slight aligments and texture alterations to the original file. In the end I compiled it with out the need of an external wad but the game has a bug where it would , now get this, keep the textures loaded from the previous de_dust2 map just because both maps use the same texture names. The server was a dust2 only type of server and after changing from classic dust 2 to this one it kept old sand textures instead, only the skybox was different.
Stojke StojkeUnReal
Posted 1 year ago2020-03-18 19:37:57 UTC Post #343927
Oh the texture name problem, yeah I had that once when I converted Quake 2 textures into wad's. Originally they were separated by different folders e1m1, e2m1 (or something thereabouts) but some textures inside share the same name from other textures in other folders. In gsrc textures are unique by name and not by what .wad they are in and texture name, only texture name. This did not apply to Hammer tho, hence why you could get some brushes with different textures.
rufee rufeeSledge fanboy
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