Comments (1)
You can contact me on Discord, my tag is b!scuit#3659
.
I'll grab myself a copy of CSO2 so I can get the original maps and test any conversions I attempt.
Can't promise I'll be able to make any progress anytime soon though, converting between branches can get hard.
I'm already looking at converting maps for Titanfall, so I am planning to make tools for this.
However I'm pretty flat out with Uni & other life stuff at the moment so I can't make any promises.
If you can offer any kind of payment I'd look into allocating some time to it, but I need to prioritise my studies.
If you'd be more interested in mapping out CSO2's .bsp
format, I wrote this guide a while back that may help:
https://github.com/snake-biscuits/bsp_tool/wiki/Writing-a-custom-branch-script
If you develop a decent mapping for the format developing an converter function tool should become possible.
def css_to_cso2(css_map_filename: str):
css_map = bsp_tool.load(css_map_filename)
cso2_map = bsp_tool.ValveBsp(f"cso2/{css_map.filename}")
for lump in css_map.HEADERS:
lump_data = getattr(css_map, lump)
# change the lump to CSO2 format
setattr(cso2_map, lump, lump_data)
cso2_map.save()
from bsp_tool.
Related Issues (20)
- cannot load CS:O2 `aim_dust.bsp` with `nexon.cso2_2018` HOT 1
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- Need a common Image LumpClass base type
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- (extensions.editor) `.save_as(filename: str)` method for all `MapFile` classes
- (extensions.editor) MetaPattern string conversion is an ugly mess
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- Another wave of geometry refactors HOT 4
- (extensions.decompile) Include TriColl meshes when decompiling Titanfall Engine maps HOT 3
- Move `extensions.editor.generic` into `utils.editor`
- (extensions.decompile) Standardising decompile extraction & processing
- BitField order is backwards, should be the same as C/C++ HOT 3
- [Apex Archive] Identify origins of loose maps, then remove them HOT 1
- [Test Maps] `apex_legends50`
- `bsp.bsp_version` should just be `bsp.version` HOT 1
- Geometry performance could be better HOT 3
- `editor.Brush`-> `List[geometry.Mesh]` HOT 1
- (utils.geometry) remove iterations.batched
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