Hey There
I'm new here nice to meet y'all
I was referred here by MFC Kirby (i'm your huckleberry) from my clan because I'm making a MOHAA related artpiece.
I'm going to put a 3D printed version of mohdm 6 into a fishtank (including fish) so I need a model of the stali map that I can work on either in Blender or in Maya.
preferably .dae .3ds .fbx .obj .stl or .ply format because I'm most fluid in Blender. But I could try to convert it somehow aswell.
Is there anyone who has a model in these formats or knows how I could perhaps extract it from the game files?
Muchos gracias in advance
Comrade xx



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. Literally all it takes is for you to drag out a shape in the editor and you've made a wall in a second. Each wall, skirting board, ceiling beam, set of stairs, roof etc is usually made out of these shapes. Obviously models are used in MOHAA for complex objects like trees, cars, players etc but compared to the actual structure of the map they are relatively few and far between. Modern games have mostly done away with CSG and are largely model based, but back in the day it was a very good workflow because it was quick, it was easy (didn't require you to be a model artist), it was low poly, it was cheap to light, and it tied in with the engine's way of rendering the game (BSP or binary space partitioning, but this also had its downsides). Some modern games still use this method, like Source engine games such as CSGO (but with much more advanced tools). There is a good case to be made that the CSG way of level design has some advantages over today's methods, which I think modern engines can learn from to make the design process more free-flowing, flexible, and autonomous for the level designer (don't rely so much on artists or becoming a decent artist yourself), but there are many advantages of splitting the process between several skill sets too.
