Yeah, I'd be more excited if Tom Cruise wasn't in it...
Posts by Nerve
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This is surprisingly good, worth a watch.
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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.

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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?
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I hope this is as awesome as it looks!
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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 PuddyThis is correct. The real trick is changing the decompiled maps somewhat and adding 2k to the name and then re-releasing them!


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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.

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Mila Kunis, I'm in.
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Thanks Puddy, I'll bear that in mind

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Been doing a bit more work on de_laboratory. This is bombsite B, the door at the top leads back to the main hallway, the lower door leads to underground tunnels for easy rotation and the door on the right is a path from CT spawn.
[Blocked Image: http://i.imgur.com/6HfynQf.jpg]
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I know this is scrub stuff compared to you guys, but it's the first ever map I've started work on after getting to grips with the fundamentals of Hammer. A laboratory themed map, this will be the main hallway/choke point in the centre.
(Ignore the lighting, temporary at the moment so I can launch in-game to test)[Blocked Image: http://i.imgur.com/pkoTYJh.jpg]
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How's the test build coming along?

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...aaaand I'm fired.