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How do I add CSS assets to a Half Life 2 mod?

  • maxlevelboi
  • July 10, 2016 at 2:53 PM
  • maxlevelboi
    • July 10, 2016 at 2:53 PM
    • #1

    Heya,


    Been looking around the internet and the mapcore forum but I am unable to make it work when I try to add the cstrike.fgd to the project.

    How do I add the CSS assets to my Half Life 2 mod?

  • grapen
    • July 10, 2016 at 7:05 PM
    • #2

    Assets such as models, materials and particles are stored in vpk files. Use GCFScape to extract the files you want. You're going to have to put them in the proper original folder structure in your mod for them to work, since the models were compiled with a specific path defined for materials, such as: "\models\de_nuke\".

  • maxlevelboi
    • July 10, 2016 at 8:25 PM
    • #3
    Quote from grapen

    1 hour ago, grapen said: Assets such as models, materials and particles are stored in vpk files. Use GCFScape to extract the files you want. You're going to have to put them in the proper original folder structure in your mod for them to work, since the models were compiled with a specific path defined for materials, such as: "\models\de_nuke\".

    Thanks I will try it :)!

  • El_Exodus
    • July 10, 2016 at 8:42 PM
    • #4
    Quote from maxlevelboi

    18 minutes ago, maxlevelboi said: Tackar ska testa det :)!

    Yeah, totally. Please accept, that this community is international and not everybody speaks swedish. Thank you.

    Edit: Good move :)

  • maxlevelboi
    • July 10, 2016 at 8:43 PM
    • #5
    Quote from El_Exodus

    1 minute ago, El_Exodus said: Yeah, totally. Please accept, that this community is international and not everybody speaks swedish. Thank you.

    Sorry won´t happen again :)!


    Quote from grapen

    1 hour ago, grapen said: Assets such as models, materials and particles are stored in vpk files. Use GCFScape to extract the files you want. You're going to have to put them in the proper original folder structure in your mod for them to work, since the models were compiled with a specific path defined for materials, such as: "\models\de_nuke\".

    it works perfectly! Thank you so SOOOO much! :D

  • Klems
    • July 12, 2016 at 2:01 PM
    • #6

    Technically it's illegal to ship contents from CSS with your mod (Valve doesn't seem to care tho so don't worry). You can set the gameinfo.txt to mount content from CSS directly without having to export it manually, however you (and your players) will need CSS installed to play your mod. https://developer.valvesoftware.com/wiki/Gameinfo.txt

    Unless you're going to use like ALL THE ASSETS from CSS it's probably best to just export the models you need.

  • ashton93
    • July 13, 2016 at 9:22 PM
    • #7
    Quote from Klems

    On 12.7.2016 at 3:01 PM, Klems said: Technically it's illegal to ship contents from CSS with your mod (Valve doesn't seem to care tho so don't worry). You can set the gameinfo.txt to mount content from CSS directly without having to export it manually, however you (and your players) will need CSS installed to play your mod. https://developer.valvesoftware.com/wiki/Gameinfo.txt

    Unless you're going to use like ALL THE ASSETS from CSS it's probably best to just export the models you need.

    According to Valve themselves, it's alright to use Valve IP in mods; at least free mods.

    https://partner.steamgames.com/documentation/source_games

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