You need to know what you're doing, we can't hold your hand through it.Īlso I've noticed several people asking how to import it into Unity/Unreal, there is a fine line between using the Geo to remake a map in another Call of Duty Game using its own SDK vs using the Geo as it is in your game/IP, for example, so ensure you know what you're doing, copyright wise. Husky is provided AS IS, do not ask how to do XYZ, how to import it into X program, etc. While all have loaded in Maya with no issue, make sure to have available resources available to load and view them. Some of the exported models can get pretty big. Husky simply parses it out, what you do with it, is your responsibility. and with this in mind you need to understand the limitation of what you can do with the data. See the LICENSE file for more information.Īll BSP data extracted using Husky is property of the developers, etc. Husky comes with NO warranty, any damages caused are solely the responsibility of the user. Husky is licensed under the GPL license and it and its source code is free to use and modify under the terms of the GPL. If you wish to use textures (be warned they can result in high RAM usage) then make sure to have the _images folder (use Wraith/Greyhound to export the required images) in the same location as the obj/mtl file and export PNGs (do not ask for other formats, it's staying as PNG, do a find/replace if you want to use other formats). mapname.map - Map file with static model locations and rotations.mapname.txt - A search string for Wraith/Greyhound (only contains color maps).Once the map is exported, you will have 3 files for it: In some cases you may need to run Husky as an administator. To use Husky, simply run the game, load the map you want to extract, and run Husky, then click the paper airplane to export the loaded map. To download Husky, go to the Releases and download the latest build.
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