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Decompiling CS:GO maps

  • Nerve
  • December 10, 2013 at 11:24 AM
  • Nerve
    • December 10, 2013 at 11:24 AM
    • #1

    I don't feel like my first map is coming together properly, so I'm wanting to decompile some CS:GO maps to get an idea how other designers are building their levels (brushes, scales etc).


    I've looked here: https://developer.valvesoftware.com/wiki/Decompili…s#Getting_Dirty and read about BSPSource, but I can't see any mention of CS:GO support on their site (maybe I'm being blind.)


    What tools do you use for decompiling CS:GO maps? Help appreciated as always.

  • Squad
    • December 10, 2013 at 11:57 AM
    • #2

    A decompiler just converts BSP files into VMF format, so it doesn't really matter if it's for CS:GO, L4D2, ...

  • Puddy
    • December 10, 2013 at 12:03 PM
    • #3
    Quote from Squad

    A decompiler just converts BSP files into VMF format, so it doesn't really matter if it's for CS:GO, L4D2, ...


    This is correct. The real trick is changing the decompiled maps somewhat and adding 2k to the name and then re-releasing them!

  • Nerve
    • December 10, 2013 at 12:04 PM
    • #4
    Quote from Squad

    A decompiler just converts BSP files into VMF format, so it doesn't really matter if it's for CS:GO, L4D2, ...


    Right, BSPSource should be fine then. I just wasn't sure if there were decompilers that were considered better than others.


    Cheers


    Quote from Puddy

    This is correct. The real trick is changing the decompiled maps somewhat and adding 2k to the name and then re-releasing them!


  • Nerve
    • December 11, 2013 at 10:29 AM
    • #5

    So I tried to decompile a couple of maps but opened up the VMF files in Hammer and there were errors/triggers everywhere, I couldn't see anything. It scared me (and it was 2 am) so I closed it.


    I'm guessing this is because of missing textures and stuff? Are there any quick ways to make these decompiled maps 'friendly' so I can look at them properly?

  • leplubodeslapin
    • December 11, 2013 at 11:37 AM
    • #6

    Uncheck some Visgroups auto, on the right of the hammer window. For example, you can uncheck hints, areaportals, visclusters, playerclips ...

    About the missing content, you have to extract it in your own csgo directory with a packing software (like pakrat for example, that is used to pack your custom content in the bsp), but it's complicated because you have to respect the same paths. So you probably won't really need to see the custom content.

  • Nerve
    • December 11, 2013 at 1:58 PM
    • #7
    Quote from leplubodeslapin

    Uncheck some Visgroups auto, on the right of the hammer window. For example, you can uncheck hints, areaportals, visclusters, playerclips ...

    About the missing content, you have to extract it in your own csgo directory with a packing software (like pakrat for example, that is used to pack your custom content in the bsp), but it's complicated because you have to respect the same paths. So you probably won't really need to see the custom content.


    Thanks, as long as it's clear to see brushes and scales then I'll be happy. I'm only really doing it to see other peoples brush work and the scales they use.

  • PyroGXPilot
    • December 12, 2013 at 7:34 AM
    • #8

    cs:go does come w/valve created example map('s)

  • Nerve
    • December 12, 2013 at 2:09 PM
    • #9
    Quote from PyroGXPilot

    cs:go does come w/valve created example map('s)


    It does? Which ones?

  • cincinnati
    • December 12, 2013 at 2:23 PM
    • #10

    counter-strike global offensive/sdk_content/maps

  • Nerve
    • December 12, 2013 at 2:30 PM
    • #11
    Quote from cincinnati

    counter-strike global offensive/sdk_content/maps


    Didn't realise there were tutorial/example maps included with the SDK, I'll have a look when I get home. Cheers

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