1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

(Help) Proportions of props as part of the playable area.

  • resident91
  • November 3, 2015 at 6:21 PM
  • resident91
    • November 3, 2015 at 6:21 PM
    • #1

    Hello everyone! First of all sorry for my bad English.

    Now that I have more free time I will spend more hours at my map of CSGO.

    In this post I'm going to ask you some help. I understand the workings of Source Engine, and seen but there are many people doing amazing things with their maps using props too large parts of the stage, eg stairs, railings, arches, facades.

    I was done with small props in Blender, for example chairs, tables, decorative items and more. I do it with the help of a model character and do their level. (which does not appear disproportionate)

    I wish I knew how to do my playable models so you can fit them perfectly on my map with fair measures.

    Thanks for your help.

    Map example using this technique:

    [Blocked Image: http://i.imgur.com/uUxGKUu.jpg]


    [Blocked Image: http://i.imgur.com/J9BCTvk.jpg]

    The railing and stairs fit perfectly into the height of the room and just the right distance to the railings. How the measures are calculated to make it in blender?

    [Blocked Image: http://i.imgur.com/Iwvcvqi.jpg]


    [Blocked Image: http://i.imgur.com/i3xOjKc.jpg]

  • El_Exodus
    • November 3, 2015 at 6:25 PM
    • #2

    Afaik, there is a way to export brushes (or vmf files) as a model file which you can then load into a 3D modeling program so you have the correct scale to work with. But i haven't created any models myself yet, so i'm not sure how the workflow is.

  • tomm
    • November 3, 2015 at 6:37 PM
    • #3

    yeah, just export the brushes to .DXF, then import into your 3d package and use it as a guideline.

  • Pivac
    • November 3, 2015 at 6:56 PM
    • #4

    I had no idea it is possible to export and import brushes into a modeling program, thanks for the tip guys.

    Also keep in mind that you can scale your model by adding a line of code in your .QC file before compiling a model with studiomdl; just add the following line among other lines in .QC file:

    $scale 3

    This will make the model three times bigger in-game that original (you can use any number that suits your needs).

  • laminutederire
    • November 3, 2015 at 7:25 PM
    • #5
    Quote from El_Exodus

    Afaik, there is a way to export brushes (or vmf files) as a model file which you can then load into a 3D modeling program so you have the correct scale to work with. But i haven't created any models myself yet, so i'm not sure how the workflow is.

    the export to dxf tool as Tomm said.

    Quote from aprats

    Hello everyone! First of all sorry for my bad English.

    Now that I have more free time I will spend more hours at my map of CSGO.

    In this post I'm going to ask you some help. I understand the workings of Source Engine, and seen but there are many people doing amazing things with their maps using props too large parts of the stage, eg stairs, railings, arches, facades.

    I was done with small props in Blender, for example chairs, tables, decorative items and more. I do it with the help of a model character and do their level. (which does not appear disproportionate)

    I wish I knew how to do my playable models so you can fit them perfectly on my map with fair measures.

    Thanks for your help.

    Map example using this technique:

    [Blocked Image: http://i.imgur.com/uUxGKUu.jpg]


    [Blocked Image: http://i.imgur.com/J9BCTvk.jpg]

    The railing and stairs fit perfectly into the height of the room and just the right distance to the railings. How the measures are calculated to make it in blender?

    [Blocked Image: http://i.imgur.com/Iwvcvqi.jpg]


    [Blocked Image: http://i.imgur.com/i3xOjKc.jpg]

    Display More

    the guy who did that one I think he used sketchup to do it, but you can import your dxf to blender then reexport it into whatever software you have :)

  • resident91
    • November 3, 2015 at 10:11 PM
    • #6

    Thank you very much everyone for answering so quickly!

    Quote from El_Exodus

    Afaik, there is a way to export brushes (or vmf files) as a model file which you can then load into a 3D modeling program so you have the correct scale to work with. But i haven't created any models myself yet, so i'm not sure how the workflow is.

    Luckily if you can.

    Quote from tomm

    yeah, just export the brushes to .DXF, then import into your 3d package and use it as a guideline.

    fantastic, it makes clear many doubts at once. I had no idea you could do this. I see this much more feasible.

    Quote from Pivac

    I had no idea it is possible to export and import brushes into a modeling program, thanks for the tip guys.

    Also keep in mind that you can scale your model by adding a line of code in your .QC file before compiling a model with studiomdl; just add the following line among other lines in .QC file:

    $scale 3

    This will make the model three times bigger in-game that original (you can use any number that suits your needs).

    I can know that scale, but this technique requires too much trial and error.

    Quote from laminutederire

    the export to dxf tool as Tomm said.

    the guy who did that one I think he used sketchup to do it, but you can import your dxf to blender then reexport it into whatever software you have

    Can I use the free version for maps csgo without problems?

  • laminutederire
    • November 4, 2015 at 6:40 AM
    • #7
    Quote from aprats

    Thank you very much everyone for answering so quickly!

    Luckily if you can.

    fantastic, it makes clear many doubts at once. I had no idea you could do this. I see this much more feasible.

    I can know that scale, but this technique requires too much trial and error.

    Can I use the free version for maps csgo without problems?

    you can but I'd avise you to import particular scaling brushes too as well, because the import dxf part is only available for 30 days

    what I did was to import a 64 units cube and a 1 unit cube, and after that you only have to multiply what it gives you in real units for scaling :)

  • Scoots1m
    • November 4, 2015 at 1:43 PM
    • #8

    I've set up my Blender grid to be equal to 8 hammer units, there's also a perfectly scaled image of a 128x128 square, its helped me create accurately sized models for use in the source engine.

    Here's the empty template i use for new models: https://www.dropbox.com/sh/m1n93vjrdhn…09ADc6Wj9a?dl=0 Hope its of some use.

  • resident91
    • November 5, 2015 at 7:49 PM
    • #9
    Quote from laminutederire

    you can but I'd avise you to import particular scaling brushes too as well, because the import dxf part is only available for 30 days

    what I did was to import a 64 units cube and a 1 unit cube, and after that you only have to multiply what it gives you in real units for scaling

    Thank you! So I have enough I have to do with a character in scale, for models that have to be exact sizes is perfect with me export my map. (Although I did not and had no time to try anything)


    Quote from Scoots1m

    I've set up my Blender grid to be equal to 8 hammer units, there's also a perfectly scaled image of a 128x128 square, its helped me create accurately sized models for use in the source engine.

    Here's the empty template i use for new models: https://www.dropbox.com/sh/m1n93vjrdhn…09ADc6Wj9a?dl=0 Hope its of some use.

    Thank you very much for providing these files! But for now I will not use, first I want to prove to export my map. For small models compare to the size of a character.

  • Praelium
    • November 8, 2015 at 6:47 AM
    • #10

    There's no need to export your map unless the model is extremely complex. If you set Blender to metric then 1 meter = 1 Hammer unit. Make sure your model's origin and vertices are attached to grid and you should be good to go.

    EDIT: I'm going to shamelessly plug my tutorial because it explains a little bit more: http://steamcommunity.com/sharedfiles/fi…s/?id=436454108

  • WD
    • November 8, 2015 at 1:59 PM
    • #11

    I just measure the prop I want to place using a brush in hammer and block it out in my modeling program. Then snap one of the cornering vertices to the grid origin so It'll snap perfectly in grid once it's exported to hammer.

  • blackdog
    • November 8, 2015 at 2:27 PM
    • #12

    I'm no modeler, but Source uses an abstract "unit" system, which is scaled on the Imperial system.

    Sure if you manage to import a player game model into your 3D editor of choice, you can always use it as a reference, but I would use conversion tables, that are available on the developer wiki. The Dimensions are related to HL2, but as far as I know, CSGO doesn't change any scale (apart from altered minimum path sizes I believe) so the chart should be perfect to size objects(?)! You might find useful to know the sizing and proportion in CSGO.

    Maybe the editor you are using is set on a different unit measurement scale, but you can set that before starting a project, I've found this video that shows where to find the settings in Blender, so what I would do would be switching to Imperial and at that point model to Source should be 1:1?

    Can people expert on this confirm or correct me?

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • grapen
    • November 8, 2015 at 7:42 PM
    • #13

    I block out the prop inside hammer with one or more brushes, then copy and paste them in a separate VMF file and save that.

    Open the VMF with Crafty (http://nemesis.thewavelength.net/index.php?p=45) and explort it as OBJ.

    Import the OBJ in blender and keep measurements the same, no need to $scale when exporting to MDL.

  • resident91
    • November 11, 2015 at 11:43 AM
    • #14
    Quote from Praelium

    There's no need to export your map unless the model is extremely complex. If you set Blender to metric then 1 meter = 1 Hammer unit. Make sure your model's origin and vertices are attached to grid and you should be good to go.

    EDIT: I'm going to shamelessly plug my tutorial because it explains a little bit more: http://steamcommunity.com/sharedfiles/fi…s/?id=436454108

    Thank you very much, your tutorial is very useful for refreshing the memory going. Just put the scale blender Hammer. A hammer cube 1x1 = 1x1 meters.

    [Blocked Image: http://i.imgur.com/gpX4K3R.png]


    Quote from blackdog

    I'm no modeler, but Source uses an abstract "unit" system, which is scaled on the Imperial system.

    Sure if you manage to import a player game model into your 3D editor of choice, you can always use it as a reference, but I would use conversion tables, that are available on the developer wiki. The Dimensions are related to HL2, but as far as I know, CSGO doesn't change any scale (apart from altered minimum path sizes I believe) so the chart should be perfect to size objects(?)! You might find useful to know the sizing and proportion in CSGO.

    Maybe the editor you are using is set on a different unit measurement scale, but you can set that before starting a project, I've found this video that shows where to find the settings in Blender, so what I would do would be switching to Imperial and at that point model to Source should be 1:1?

    Can people expert on this confirm or correct me?

    I just did this myself, but I do not think the scale is in line with imperial, I think fits better with the metric system. 1 cube of source = 1 meter cube.


    Quote from grapen

    I block out the prop inside hammer with one or more brushes, then copy and paste them in a separate VMF file and save that.

    Open the VMF with Crafty (http://nemesis.thewavelength.net/index.php?p=45) and explort it as OBJ.

    Import the OBJ in blender and keep measurements the same, no need to $scale when exporting to MDL.


    Just I import my map test but it is so great that in blender not just see the end unless approached me with the zoom. Is there any way so you can see better?

    Blender besides me load the OBJ file rotated 90 degrees to the original. How I can fix this?

    Give the rotation corrected manually, or is there any option that unknown to OBJ?


    Thank you all for your great support.

  • blackdog
    • November 11, 2015 at 1:26 PM
    • #15
    Quote from aprats

    I just did this myself, but I do not think the scale is in line with imperial, I think fits better with the metric system. 1 cube of source = 1 meter cube.


    Quote from Praelium

    There's no need to export your map unless the model is extremely complex. If you set Blender to metric then 1 meter = 1 Hammer unit. Make sure your model's origin and vertices are attached to grid and you should be good to go.

    EDIT: I'm going to shamelessly plug my tutorial because it explains a little bit more: http://steamcommunity.com/sharedfiles/fi…s/?id=436454108

    Sorry, how can this be? I've reported what I found on the Valve Documentation... and as they are American it makes sense to my European mind.

    "The Source Engine 'game unit' corresponds to the Grid Unit in Hammer and XSI editors. The Scale used for Source game maps and models is based on the Imperial Foot so Metric measurements do not translate easily"

    If it really is Metric I'd be much happier of course :) no conversion needed. But means the wiki is wrong.

  • laminutederire
    • November 11, 2015 at 1:35 PM
    • #16
    Quote from blackdog

    Sorry, how can this be? I've reported what I found on the Valve Documentation... and as they are American it makes sense to my European mind.

    "The Source Engine 'game unit' corresponds to the Grid Unit in Hammer and XSI editors. The Scale used for Source game maps and models is based on the Imperial Foot so Metric measurements do not translate easily"

    If it really is Metric I'd be much happier of course :) no conversion needed. But means the wiki is wrong.

    How hard is it forthem to use the metric system like everyone else? :)

  • resident91
    • November 11, 2015 at 2:50 PM
    • #17
    Quote from blackdog

    Sorry, how can this be? I've reported what I found on the Valve Documentation... and as they are American it makes sense to my European mind.

    "The Source Engine 'game unit' corresponds to the Grid Unit in Hammer and XSI editors. The Scale used for Source game maps and models is based on the Imperial Foot so Metric measurements do not translate easily"

    If it really is Metric I'd be much happier of course :) no conversion needed. But means the wiki is wrong.

    I'm starting to make a mess with all this, hahaha. :lol:
    Because creating a cube 10x10 Source Object Viewer to export with Blender gives me 10x10 meters?

    Sorry for my English.


    [Blocked Image: http://i.imgur.com/IzljJh0.png]

    Cube created with source. 10x10


    [Blocked Image: http://i.imgur.com/avHKARM.png]

    Exporting with Object Viewer.


    [Blocked Image: http://i.imgur.com/5lQgnJu.png]


    Result in Blender with enclosed measures. 10x10m. :???:

  • blackdog
    • November 11, 2015 at 3:31 PM
    • #18

    I agree that's confusing, I would expect some float numbers... but still the object in Blender is completely wrong! The cube in Hammer is as big as a the shoulder of the player model, what looks like a volume of about 20 or 30 cm^3, a 10m cube in Blender should encompass the same model at least 5 times. It's basically 1:50 scale ratio by the looks of it.

    What happens when you export from Blender to Hammer? Is the size scaled appropriately to the player?

    Wonder if conversion tools you use are rescaling the objects.

  • resident91
    • November 12, 2015 at 5:39 PM
    • #19

    A year ago it was not trying to export a model of Blender to Source and not going on.


    What am I doing wrong?

    First I created a bucket and blender and exported in a desktop folder called "escala".

    [Blocked Image: http://i.imgur.com/FN3Jp60.png?1]


    By having the main i the physical model and moved to the C:\Program Files (x86) \ Steam \ steamapps \ common \ Counter-Strike Global Offensive \ csgo \ models \ props_map Folder where you want to put all compiled props.

    [Blocked Image: http://i.imgur.com/BXNOJas.png?1]


    And then created and the qc file.

    [Blocked Image: http://i.imgur.com/n9B0jyS.png?1]


    Crowbar to try to compile the program does nothing.

    [Blocked Image: http://i.imgur.com/LjRAYBp.png]

    And GUIStudioMDL crash ...
    Thank you for your help!

  • resident91
    • November 12, 2015 at 9:08 PM
    • #20
    Quote from aprats

    A year ago it was not trying to export a model of Blender to Source and not going on.


    What am I doing wrong?

    First I created a bucket and blender and exported in a desktop folder called "escala".


    By having the main i the physical model and moved to the C:\Program Files (x86) \ Steam \ steamapps \ common \ Counter-Strike Global Offensive \ csgo \ models \ props_map Folder where you want to put all compiled props.


    And then created and the qc file.


    Crowbar to try to compile the program does nothing.


    And GUIStudioMDL crash ...
    Thank you for your help!

    Display More


    I found the solution.

    I was not doing anything wrong .... Avast was damn that I was interrupting compilation. While I was showering I got the idea of trying to compile disabling the antivirus, and it works!

    You know of some other recommended antivirus?

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™