Garry's Mod

Garry's Mod

137 ratings
Opposing Force maps: of2a4, of2a5 and of2a6 fusion
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Roleplay, Scenic
File Size
Posted
Updated
4.844 MB
Jun 17, 2016 @ 11:05am
Jun 18, 2016 @ 2:39am
2 Change Notes ( view )

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Opposing Force maps: of2a4, of2a5 and of2a6 fusion

Description
A port and fusion of Opposing Force levels of2a4, of2a5 and of2a6, rebuild into my interpretation of their pre-disaster status.

REQUIRES HALF LIFE SOURCE

Map name is Black_Mesa_lambda_office

Facepunch release thread with vmf download:
https://facepunch.com/showthread.php?t=1523233&p=50533390#post50533390
99 Comments
Callsign_Ewok Apr 2, 2024 @ 5:28am 
A ai noding and nav meshing (though with commands and a mod that can be auto generated thanks to nav optimizer) But to take advantage of dynamic npc spawning with ai nodes using ZINV... ai noding would be amazing on such a fusion map of this sort. I love what you did here and it could be fun to dynamically spawn and fight HECU and other npcs in here.
Shadowysn Mar 30, 2024 @ 5:33am 
@Moon.
I don't mind, you can add me if you want.
Moon.  [author] Mar 30, 2024 @ 5:32am 
Yeah I know that page, I was in VDU. Mind if I add you by the way?
Shadowysn Mar 30, 2024 @ 5:00am 
@Moon.
I recreated the old Valve Dev Union info page on decompilers [valvedev.info]'s file archive with the same maps on my game copies and included the Unified SDK decompiler's results. Unified SDK has settings for two decompile options, Tree-Based and Face-To-Brush so I also included both.
https://drive.google.com/file/d/1fKJwTnBlwB4DNScghtdz-bOYiO8j8OEB/view?usp=sharing
Moon.  [author] Mar 30, 2024 @ 4:33am 
I don't know what the SDK Decompiler is like anyways. How do the decompiles look in comparison?
Shadowysn Mar 30, 2024 @ 4:25am 
@Moon.
Seems like it, but replacing the angle KVs is much simpler compared to fixing the decompiles that it's a non-issue once I figured this out, just needing to manually blanket edit and replace these values in each VMF one time. Unified SDK kept almost all textures and inbound geometry in the map intact which helped me a lot.
I used WinBSPC once and tried to fix it's result, but gave up on it.
BSP2MAP I never used out of principle of it being older and having been discouraged by WinBSPC , but seeing the errors it has I'd likely also give up with it as well.
Moon.  [author] Mar 30, 2024 @ 4:06am 
Don't know about the HL unified SDK Decompiler, but I did use the other two tools. Maybe that decompiler is the problem.
Shadowysn Mar 30, 2024 @ 3:55am 
BspFix to convert Blue Shift bsps to normal Half-Life format. Not needed for non-Blue-Shift maps otherwise.
HL Unified SDK Decompiler to decompile the bsps.
gldsrc2source , a no-longer-supported tool but still works that auto-converts the textures and entities' target system to HL:S texture dimensions and I/O respectively. (Not perfect, but the automation still helps)
Moon.  [author] Mar 30, 2024 @ 3:35am 
That's odd. What tools were you using?
Shadowysn Mar 29, 2024 @ 11:31pm 
@Moon.
Late reply, but I figured out the crashes surprisingly quickly - the angle keyvalues in all the entities were not being auto-converted to angles in my set of tools.
The Source Engine seems to hate angle , but Garry's Mod patched this keyvalue to work on it's branch of Source.