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My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

  • NihiL
  • June 17, 2015 at 10:59 AM
  • NihiL
    • February 16, 2016 at 2:05 PM
    • #41
    Quote from capslock

    @NihiL sorry for late respond.
    http://steamcommunity.com/sharedfiles/fi…s/?id=623098704
    I made this map to learn how to apply custom config to any map in cs:go
    But ı could not do that. There is 4 spawn in this map. 2t 2ct.
    what ı want in this map. I wanna change the warmup time and round time. and earn money amount when the map is loaded.
    sorry for my bad english, ı hope u understand what ı mean.

    I actually have no idea how to set game vars from a map. I think it is possible (although in a lot of cases there's server settings/plugins running with custom game modes that make the changes) but I honestly only have experience with standard defuse/hostage maps.

    Quote from Radiofanat

    Hi, I saw on de_santorini FMPONE made some columns with displacements, can you show how to do that?

    Hey, sounds interesting. Can you tell/show me which columns you mean exactly? There's a lot on the map! :P

  • Squad
    • February 16, 2016 at 4:55 PM
    • #42
    Quote from Radiofanat

    Hi, I saw on de_santorini FMPONE made some columns with displacements, can you show how to do that?

    Quote from NihiL

    Hey, sounds interesting. Can you tell/show me which columns you mean exactly? There's a lot on the map!


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  • NihiL
    • February 16, 2016 at 5:40 PM
    • #43
    Quote from Squad

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    Interesting. I hadn't heard of that method. Horrible tutorial (silent, huge scale, calls brushes rectangles) but very unique method. Problem with it, and correct me if I'm wrong here, is that flashbangs in CSGO aren't blocked by displacements. So I *think* (without testing) that you would get flashes even behind a pillar. Take a look at the Dust 2 Long T-side wall problem that pops up on Reddit almost every week (there was a thread just now in fact about it again) where you can throw flashes behind the wall and still get fully flashed.

    I'm also not quite sure what the point is to make cylinders this way when you can just use props or cylinder brushes, both of which work perfectly fine even with flashbangs. Is it for further deformation? Or texture alpha painting?


    EDIT: Yep, just tested it. Displacements do not block flashbang flashes. So I would not use them in CSGO for anything that is cover or vertical in any way that you can get behind. Not sure if there's a way with invisible brushes to block flashbang flashes that can be used in addition to the displacement to rectify the issue..?

  • Squad
    • February 16, 2016 at 6:07 PM
    • #44
    Quote from NihiL

    Interesting. I hadn't heard of that method. Horrible tutorial (silent, huge scale, calls brushes rectangles) but very unique method. Problem with it, and correct me if I'm wrong here, is that flashbangs in CSGO aren't blocked by displacements. So I *think* (without testing) that you would get flashes even behind a pillar. Take a look at the Dust 2 Long T-side wall problem that pops up on Reddit almost every week (there was a thread just now in fact about it again) where you can throw flashes behind the wall and still get fully flashed.

    I'm also not quite sure what the point is to make cylinders this way when you can just use props or cylinder brushes, both of which work perfectly fine even with flashbangs. Is it for further deformation? Or texture alpha painting?


    EDIT: Yep, just tested it. Displacements do not block flashbang flashes. So I would not use them in CSGO for anything that is cover or vertical in any way that you can get behind. Not sure if there's a way with invisible brushes to block flashbang flashes that can be used in addition to the displacement to rectify the issue..?

    I think displacements block flashes just fine. The issue you mentioned seems to be because displacements don't have a backside. So in case of a pillar they go all the way around and they do block flashes (just tested it).

    The reason to use this method over props or cylinder brushes is easy. It's easier and faster than making a prop (and not everyone can make models) and it looks better than a cylinder brush.

  • NihiL
    • February 16, 2016 at 6:33 PM
    • #45

    I stand corrected! You're right, I only tested a one-dimensional displacement.

    EDIT: Wow, I meant one-sided. Need. more. sleep. :)

  • Vaffe
    • February 19, 2016 at 9:23 AM
    • #46

    Nice work, keep it up!

    I was wondering if you could an in-depth tutorial on how to make Co-op Maps for CS:GO? :D

  • NihiL
    • February 22, 2016 at 6:21 PM
    • #47

    Thanks. I actually don't know anything about non-standard CSGO maps. I might look into it but I have a couple topics to cover first! Cheers.

  • Freaky_Banana
    • March 1, 2016 at 7:50 PM
    • #48

    Hey I am currently trying to create a custom model just following your tutorial. Everything went well, until I had to drag and drop the .qc file into the batchfile. When I did that the compiler did pop up, but it told me this: (sorry this is in german guys, my PC is set up in german)

    The content cannot be displayed because it is no longer available. Do you have any idea how to fix this ? Because I checked the directory path in my batchfile at least five times and it is the correct path to my csgo game folder and my csgo/bin/studiomdl and I do not even refer to my "workfolder" (as you call it) in any file.

    Help is greatly appreciated! Thanks in advance !

  • tomm
    • March 1, 2016 at 9:00 PM
    • #49
    Quote from Freaky_Banana

    Hey I am currently trying to create a custom model just following your tutorial. Everything went well, until I had to drag and drop the .qc file into the batchfile. When I did that the compiler did pop up, but it told me this: (sorry this is in german guys, my PC is set up in german)

    Do you have any idea how to fix this ? Because I checked the directory path in my batchfile at least five times and it is the correct path to my csgo game folder and my csgo/bin/studiomdl and I do not even refer to my "workfolder" (as you call it) in any file.

    Help is greatly appreciated! Thanks in advance !

    maybe something to do with "Programme (x86)" ? could be an invalid path in cmd.

    tried this and it works:

    Quote

    "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\studiomdl" -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" -nop4 %1
    pause

  • Freaky_Banana
    • March 1, 2016 at 9:09 PM
    • #50
    Quote from tomm

    maybe something to do with "Programme (x86)" ? could be an invalid path in cmd.

    tried this and it works:

    No xD. That's the german name for Program Files (x86) and anyways I have tried both versions already. Both showing the same error.

    What is the "-nop4" you've added into your file there for?

  • tomm
    • March 1, 2016 at 9:20 PM
    • #51

    yeah I understand, just thought it could be the cause because when I put paths translated into my os languge(slovak) it won't recognize them.

    you can omit "-nop4" I believe it's used to tell the studiomdl to not use perforce(version control)

  • Freaky_Banana
    • March 1, 2016 at 9:21 PM
    • #52

    Ok, now I understand . Thank you nevertheless even though it didn't solve the problem. One thing I should probably mention though, is that when I tried the english pathing names ("Program Files (x86)") it didn't show me the error of not knowing the paths but simply did nothing at all. I would guess it has to be the code therefore. But I checked that five times plus. So it's hard to believe I missed something. Anyways I'll post it in here:

    $modelname "de_oakwood/Radarkugel.mdl"
    $model "Body" "Radarkugel.smd"

    $staticprop
    $cdmaterials "models/de_oakwood/"
    $surfaceprop "Radarkugel"

    $sequence "idle" "Radarkugel.smd"
    $collisionmodel "Radarkugel.smd" { $concave }

  • tomm
    • March 1, 2016 at 9:36 PM
    • #53

    I suggest you download crowbar, it's probably the safest and easiest way to compile/decompile models

    also $surfaceprop "Radarkugel" is wrong, it's probably not the reason why the compiling doesn't work for you, but still

    quote from my earlier post:

    Quote

    $surfaceprop doesn't refer to the texture file name, the texture file name is already embedded in the smd when you export it, so the compiler only cares about the directory where your materials are.

    $surfaceprop defines the physical properties of your model, you'll get bullet impacts based on that.

    https://developer.valvesoftware.com/wiki/Material_surface_properties

  • Freaky_Banana
    • March 1, 2016 at 9:50 PM
    • #54

    Ok thanks I'll look into that .

    EDIT: So now I know for sure that something must be wrong with the qc file. I have tried compiling with all three methods listed on the Valve developper site and nothing has worked. crowbar got stuck loading didn't react to anything anymore. Same thing when I tried compiling directly by dragging the qc file onto studiomdl in the bin folder. And of course the batchfile doesn't do anything yet either. I have rerwritten the qc file twice and that didn't help either.

    Has anyone got any more ideas ??? I really need them :) .

  • NihiL
    • March 2, 2016 at 12:25 AM
    • #55

    If everything including crowbar fails then I can really only think of your studiomdl.exe being corrupt or maybe it just doesn't run on your computer at all or something, sorry!

  • Freaky_Banana
    • March 2, 2016 at 5:46 AM
    • #56
    Quote from NihiL

    If everything including crowbar fails then I can really only think of your studiomdl.exe being corrupt or maybe it just doesn't run on your computer at all or something, sorry!

    Okay I'll get this tested by a friend .

    EDIT: Just to ask though, where does crowbar take the model file from (the smd) ? As far as I can see, it is only the qc-file it uses and maybe my error has to do with that ?

  • esspho
    • March 2, 2016 at 2:45 PM
    • #57
    Quote from Freaky_Banana

    Ok, now I understand . Thank you nevertheless even though it didn't solve the problem. One thing I should probably mention though, is that when I tried the english pathing names ("Program Files (x86)") it didn't show me the error of not knowing the paths but simply did nothing at all. I would guess it has to be the code therefore. But I checked that five times plus. So it's hard to believe I missed something. Anyways I'll post it in here:

    $modelname "de_oakwood/Radarkugel.mdl"
    $model "Body" "Radarkugel.smd"

    $staticprop
    $cdmaterials "models/de_oakwood/"
    $surfaceprop "Radarkugel"

    $sequence "idle" "Radarkugel.smd"
    $collisionmodel "Radarkugel.smd" { $concave }

    you are supposed to have only one pair of "" per line (if any).

  • Freaky_Banana
    • March 2, 2016 at 2:50 PM
    • #58
    Quote from esspho

    you are supposed to have only one pair of "" per line (if any).

    $modelname "props\Radarkugel.mdl"
    $body "Radarkugel.smd"

    $staticprop
    $surfaceprop combine_metal
    $cdmaterials "models\props"

    $sequence idle "Radarkugel.smd"

    $collisionmodel "Radarkugel.smd" { $concave }

    I already updated that. Didn't change anything though :( .

  • esspho
    • March 2, 2016 at 2:56 PM
    • #59

    try this maybe:

    $body body "Radarkugel.smd"


    here is a qc-file that i use and that works fine:

    $modelname "custom\ts_warehouse_tabletop.mdl"
    $body mybody "ts_warehouse_tabletop_ref.smd"
    $staticprop
    $surfaceprop wood
    $cdmaterials "models\custom"

    $sequence idle "ts_warehouse_tabletop_ref.smd"

    $collisionmodel "ts_warehouse_tabletop_phys.smd"
    {
    $mass 3000
    $concave
    }

  • Freaky_Banana
    • March 2, 2016 at 3:08 PM
    • #60

    Nope, doesn't work either :( . I really have no idea. Only thing left is replacing my studiomdl.exe file in the bin folder. Does anyone know where I can get a new one (or maybe just offer up the file for download)?

    Cheers!

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