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Swamp

  • morozov
  • June 21, 2019 at 8:11 AM
  • gordonfeetman
    • August 10, 2019 at 11:37 AM
    • #21

    Yeah, at this point I'll just accept the fact that my map won't make it very far..

  • El_Exodus
    • August 11, 2019 at 5:38 PM
    • #22
    Quote from untor

    On 8/10/2019 at 12:18 PM, untor said: Swamp autocombine of props Hi Mapcore! Today, I want to show you, great stuff!I finally figured out the issue of auto-combination of props_static. I have a many props environment, tree, woods construction and others, and all built on a modular system. And I initially wanted that, as a result, they were clustered. But without the final problems and mistake at release.

    What's your process of that if I may ask?

    I thought autocombine turned out unusable for us non-Valve plebs. Would be cool to see how it's done properly

  • Vaya
    • August 11, 2019 at 10:58 PM
    • #23
    Quote from El_Exodus

    5 hours ago, El_Exodus said: What's your process of that if I may ask?

    I thought autocombine turned out unusable for us non-Valve plebs. Would be cool to see how it's done properly

    https://developer.valvesoftware.com/wiki/Static_Prop_Combine you need the source filesfor the models + qcs. not sure if crowbar works.

  • morozov
    • August 12, 2019 at 6:55 AM
    • #24
    Quote from El_Exodus

    13 hours ago, El_Exodus said: What's your process of that if I may ask?

    I thought autocombine turned out unusable for us non-Valve plebs. Would be cool to see how it's done properly

    Its work for my, only on my content. I was make copy CS:GO folder and rename it to "game" (*//common/game/*) and change source folder for my source .qcs and .fbx files to "content" (*//common/content/*) and full recompile all my props. I think, if you want used original content, you must recompile it. Now i have a 2 copy CS:GO games: 1 - clear for play, 2 - for mapping. Then you need make a "*//common/game/csgo/scripts/hammer/spcombinerules.txt"

    Quote

    Quote

    Code
    "wood_planks" //name of the combine group, used for the final model name in the level
    	{
    		// this is a stub qc that will be used to generate combined models
    		"qc_template_path"	"scripts/hammer/spcombinerules/qc_templates/wood_planks.qc"
    		
    		// max models per cluster using these peers
    		"cluster_limit" 8
    		
    		// don't cluster models greater than this far apart
    		"distance_limit" 12
    
    
    		// these are models that can combine with each other
    		"peers"
    		{
    			"models/swamp/woods/wood_rail_128.mdl" ""
    			"models/swamp/woods/wood_rail_128_a.mdl" ""
    			"models/swamp/woods/wood_rail_64.mdl" ""
                            "models/swamp/woods/wood_rail_64_a.mdl" ""
    		}
    	}
    Display More

    and now you need a stub file in "*//common/game/csgo/scripts/hammer/spcombinerules/qc_templates/example.qc" it eazy file

    Quote

    Quote

    Code
    $cdmaterials "models\swamp\woods"
    $staticprop
    $surfaceprop "wood"
    $texturegroup wood_planks 
    {
    	{ "wood_planks_a" }
    	{ "wood_planks_b" }
    }

    and now, need compile a map with Combine settings in VBSP -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources (for checking in hammer) -StaticPropCombine_ColorInstances (for checking after compile in game, it add random color for combined props)

  • morozov
    • October 2, 2019 at 5:25 AM
    • #25

    [Blocked Image: https://sun3-11.userapi.com/c855020/v855020370/111d08/kaKQm5ymVW4.jpg]

    [Blocked Image: https://sun3-13.userapi.com/c855020/v855020370/111d1b/kkmsNbrAopE.jpg]

  • xsanE-
    • October 2, 2019 at 12:53 PM
    • #26

    Sick work!

  • Radix
    • October 3, 2019 at 7:01 PM
    • #27

    Looks really cool so far! Take care of player visibility! :)

    Quote from untor

    On 8/10/2019 at 12:18 PM, untor said: Hi Mapcore! Today, I want to show you, great stuff! I finally figured out the issue of auto-combination of props_static.

    Seems like you are still the only one who managed to make the autocombine feature work...

    I tried it for a while, but it still doesn't do anything. No errors, nothing at all...

    - So the *.qc (and the other source files) of your model has to be in "SteamApps/common/content/csgo/", right?

    - Anything special about the qc? Is there a chance that you could share an example *.qc file?

    - What about the other source files: Which file format? *.smd or *.dmx?

    - What compiler do you use to compile the model? (Is "Crowbar" ok? https://steamcommunity.com/groups/CrowbarTool)

    Quote from untor

    On 8/12/2019 at 7:55 AM, untor said: and now, need compile a map with Combine settings in VBSP -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources (for checking in hammer) -StaticPropCombine_ColorInstances (for checking after compile in game, it add random color for combined props) 

    - So these are your compile commands for vbsp: -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources -StaticPropCombine_ColorInstances -game $gamedir $path\$file

    ( -StaticPropCombine_AutoCombine makes it ignore your spcombinerules.txt afaik)

    - stub qc and spcombinerules.txt as you described above (according to this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine )

    - anything else?

  • morozov
    • October 4, 2019 at 5:16 AM
    • #28
    Quote from Radix

    10 hours ago, Radix said: Looks really cool so far! Take care of player visibility! :)

    Seems like you are still the only one who managed to make the autocombine feature work...

    I tried it for a while, but it still doesn't do anything. No errors, nothing at all...

    - So the *.qc (and the other source files) of your model has to be in "SteamApps/common/content/csgo/", right?

    - Anything special about the qc? Is there a chance that you could share an example *.qc file?

    - What about the other source files: Which file format? *.smd or *.dmx?

    - What compiler do you use to compile the model? (Is "Crowbar" ok? https://steamcommunity.com/groups/CrowbarTool)

    - So these are your compile commands for vbsp: -StaticPropCombine -StaticPropCombine_AutoCombine -StaticPropCombine_SuggestRules -KeepSources -StaticPropCombine_ColorInstances -game $gamedir $path\$file

    ( -StaticPropCombine_AutoCombine makes it ignore your spcombinerules.txt afaik)

    - stub qc and spcombinerules.txt as you described above (according to this: https://developer.valvesoftware.com/wiki/Static_Prop_Combine )

    - anything else?

    Display More

    If you want, i can told with you in Discord and try to help you with Autocombine, and then you can help me write a tutorial on english))

  • Anduriel
    • October 4, 2019 at 11:25 AM
    • #29

    Yes, please write a tutorial :)

    Swamp is a map that I'm really looking forward to. Your detail work and the assets you create are so good. Keep up the good work! You're also motivating me to get better ;)

  • Radix
    • October 5, 2019 at 12:03 AM
    • #30
    Quote from untor

    19 hours ago, untor said: If you want, i can told with you in Discord and try to help you with Autocombine, and then you can help me write a tutorial on english))

    Sure, I can try to help you if none of the "tutorial guys" wants to. :D

    Further discussion via pm I suggest, I don't want to hijack your thread. ;)

  • JorisCeoen
    • October 6, 2019 at 12:01 AM
    • #31

    I am curious to know about the benefits of autocombining props. I know Dust2 uses literally almost exclusively this feature for its props, but I just don't understand what it does. The only possible use I know for it is if you have lots of grass props and stuff like that, you can easily combine them to make a single prop and save on having each seperate prop_static entry being calculated seperatly... but in Dust2 I've discovered that sometimes 3 or even 2 props are being combined and there would literally be no reason to do it, as far as I can tell.

  • Radix
    • October 6, 2019 at 2:44 PM
    • #32
    Quote from JorisCeoen

    On 10/6/2019 at 1:01 AM, JorisCeoen said: I am curious to know about the benefits of autocombining props. I know Dust2 uses literally almost exclusively this feature for its props, but I just don't understand what it does. The only possible use I know for it is if you have lots of grass props and stuff like that, you can easily combine them to make a single prop and save on having each seperate prop_static entry being calculated seperatly... but in Dust2 I've discovered that sometimes 3 or even 2 props are being combined and there would literally be no reason to do it, as far as I can tell.

    It's about "draw calls". Many small props mean many performance-eating draw calls. The static prop combine feature merges multiple props into a single big prop, which is less performance-hungry.

    Combining very few props may not make much sense (rendered geometry vs draw calls?), but that's because it's done automatically. All in all it's still an improvement. Valve has stated that Nuke runs 40% faster after they implemented static prop combine.

    @untor showed me how to use the autocombine feature and we will post a short guide soon...


    Edit: Here it is...

    https://migrationtest.mapcore.org/articles/tutor…e-in-csgo-r111/

  • morozov
    • November 8, 2019 at 3:23 AM
    • #33

    [Blocked Image: https://sun9-24.userapi.com/c858436/v858436236/d54f2/8AHdrqyLmho.jpg]

  • morozov
    • November 9, 2019 at 9:28 PM
    • #34

    new swamp trees set[Blocked Image: https://sun9-17.userapi.com/c858124/v858124973/ddf7f/hATZFN3fKnw.jpg][Blocked Image: https://sun9-33.userapi.com/c858124/v858124973/ddf89/oT1FrYZe53Q.jpg][Blocked Image: https://sun9-28.userapi.com/c857620/v857620749/de2f4/jav6Pqm8Na8.jpg]

    new ivy set[Blocked Image: https://sun9-62.userapi.com/c858124/v858124973/ddfe6/tr9IIWxLAHg.jpg][Blocked Image: https://sun3-12.userapi.com/c858124/v858124973/ddff0/lBeaqV7dESs.jpg][Blocked Image: https://sun9-13.userapi.com/c855132/v855132540/157a95/cgIRTdLmwQI.jpg]

  • cruptor
    • November 10, 2019 at 12:21 AM
    • #35

    damn i want to suck on those ivy leafs

  • Squad
    • November 10, 2019 at 12:46 AM
    • #36

    Nice work on the ivy!

  • JorisCeoen
    • November 10, 2019 at 9:22 AM
    • #37

    Looks like that Ivy was made with GrowFX, correct?

  • morozov
    • November 10, 2019 at 9:54 AM
    • #38
    Quote from JorisCeoen

    31 minutes ago, JorisCeoen said: Looks like that Ivy was made with GrowFX, correct?

    Not, that's my remesh from props of UE4

  • JorisCeoen
    • November 10, 2019 at 10:24 AM
    • #39
    Quote from untor

    29 minutes ago, untor said: Not, that's my remesh from props of UE4

    Oh I see. So this is from the UE4 store (or something like that?). In that case it's still likely that this was made with GrowFX. It just looks so much like how that plugin works ? interesting! Hadn't actually heard of people using UE4 for Source before. Great work on those assets man!

  • morozov
    • November 10, 2019 at 10:58 AM
    • #40
    Quote from JorisCeoen

    29 minutes ago, JorisCeoen said: Oh I see. So this is from the UE4 store (or something like that?). In that case it's still likely that this was made with GrowFX. It just looks so much like how that plugin works ? interesting! Hadn't actually heard of people using UE4 for Source before. Great work on those assets man!

    Content from unreal for me are a subject of study. So I'm trying to learn from the experience of more professional artists. I do not make a content port, but I create my content based on the result of the study

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