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  3. Radix

Posts by Radix

  • Counter-Strike 2 Workshop Q&A

    • Radix
    • December 9, 2023 at 5:35 PM

    Question: How to port a CS:GO map to CS2?

    Answer1: https://developer.valvesoftware.com/wiki/Source_2/…l_Documentation

    Answer2:

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  • Counter-Strike 2 Workshop Q&A

    • Radix
    • December 9, 2023 at 5:32 PM

    CS2 Workshop Q&A

    Porting content from CS:GO to CS2

    • Maps (+used assets)
      • How to port a CS:GO map to CS2? ->(Answer1)
      • I can't open the old CS:GO tools anymore since CS2 was released. How to fix this? ->(Answer1)
      • Post import fixup -> (Link1)
      • All the instances that I had in my CS:GO map don't exist in the ported map (as a prefab). How to fix this? -> (Answer1)
      • Why are special clip textures like toolsclip_wood missing? ->(Answer1)
      • How to quickly remove the triangulation of the meshes after porting a map? -> (Answer1)
      • Many entities have unused keyvalues after porting. Can I just delete these? -> (Answer1)
      • Some entities have an 'obsolete' icon after porting. What's up with that? -> (Answer1)
      • Why are my custom sprites missing?
      • The script creates three vmap files of my map (*map_name*.vmap, *map_name*_environment_prefab.vmap and *map_name*_prefab.vmap). Why?
    • Materials
      • How to port legacy materials to S2? -> (Link1)
    • Models
      • How to port legacy models to S2? -> (Link1)

    Questions about the Workshop Tools

    • (Q Discord) Is there a way to make separate shortcuts for CS2 Tools and CS2? -> (Answer1)

    Questions about the new Hammer

    • How to set up the new Hammer properly? (Which toolbars do I need? etc.)
    • The fonts and buttons in Hammer are too small because I'm using a high screen resolution. How to fix this?
    • How to change grid size? (keyboard shortcuts) -> (Answer1)
    • Custom Vis groups? -> (Answer1)
    • Instances vs. Prefabs? -> (Link1)
    • Is there an equivalent to "shift+drag" duplicate of the old Hammer? -> (Answer1)
    • Meshes
      • Tutorial: Mesh Editing -> (Link1)
      • (Q Discord) Where is the lightmap bias for meshes located? -> (Answer1)
    • Texture Tool
      • Tutorial: UV Operations -> (Link1)
      • (Q Discord) Is there a way to copy texture state to other faces? -> (Answer1)
    • Displacement Tool
      • Is there a way to "sew" displacements like in CSGO Hammer? -> (Answer1)
      • How can I raise a displacement to a specific level ("Raise To" function in CSGO Hammer)?
    • Props
      • Smart Props? -> (Link1)
    • Entities
      • Cubemaps
        • How to use Cubemaps in S2? -> (Link1) (Link2)
        • (Q) Recommended cubemap settings for the 3d skybox to achieve a proper water effect (like in de_anubis)?
      • func_water
        • How to create water in S2? -> (Answer1)
      • Misc
        • Is there a cable/rope entity in S2? -> (Answer1)
    • Overlay Tool
      • Tutorial: Overlays -> (Link1)
      • Some features of the Overlay Tool -> (Answer1)
    • ...

    Questions about Source2/CS2

    • Documentation
      • Source2 documentation? -> (Link1)
      • CS2 Workshop Tools documentation? -> (Link1)
    • Files and directories
      • Which file formats do materials, models etc. have? -> (Answer1)
      • Where are all the files stored (textures, models, maps, ...)? And how to open/edit them? -> (Answer1)
      • Where are Workshop maps and their files stored? -> (Answer1)
    • Developer Console
      • CS2 console command list? -> (Link1)
      • Console command to directly load a Workshop map? -> (Answer1)
      • "mat_wireframe" console command doesn't work for me...
      • Is there a console command to show clipping (something like CSGO's "r_drawclipbrushes")?
    • Props
      • (Q Discord) prop_dynamic vs prop_physics / prop_physics_multiplayer (performance difference?) -> (Answer1)
      • Is there a way to disable self shadowing of props? (For example useful for very simple skybox trees)
    • Misc
      • Tool textures in Source2? -> (Link1)
      • How to load your custom map in CS2 without uploading to the Workshop?
      • Does S2 support detail sprites (as used in CS:GO Dangerzone maps) or detail props?
      • Weather effects (rain/snow) in S2?
      • 3d skybox? -> (Answer1)
      • How to achieve a seamless transition between the water in your map an the water in the skybox? (like in de_anubis) -> (Answer1)
      • How to create a custom light cookie? -> (Answer1)

    Asset creation in Source2

    • Materials
      • How to create a custom material?
        • (Q) 2way blend materials: How to determine the material type (e.g. "grass" or "dirt") for the two materials? -> (Answer1)
        • (Q) How to create a refracting material (e.g. refracting stained glass)? The shader does not seem to work...
        • (Q) Blending multiple (>2) materials in S2 (like 4wayblend in S1)?
      • How do I decompile a stock material? -> (Answer1)
      • How to open a stock material in the Material Editor?
    • Models
      • How to create a custom model? -> (Link1)
      • How to export a model from Blender to S2? -> (Link1) (Answer1)
      • Turning Hammer geometry into a model -> (Link1)
      • Tutorial: Import a model and its material -> (Link1)
      • Tutorial: Breakable inflatable toys -> (Link1)
    • Particles
      • How to create particles? -> (Link1) (Link2)

    Example content

    • Are there any "zoo" maps to overview stock materials, models etc.? -> (Answer1)
    • Is there an overview map of all the different lighting entities? -> (Answer)
    • Are there any example map files (from Valve) to learn from? -> (Answer1)

    Compiling a map

    • Is a GPU capable of raytracing now required? -> (Answer1)
    • Where are the compile logs saved?

    Decompiling a map

    • Is it possible to decompile maps and assets? -> (Link1)
    • After decompiling a map with Source2Viewer...
      • ...all geometry is turned into models. Did I do something wrong? How to fix this quickly?
      • ...nearly all geometry using tool textures (clip, nodraw, sky, ...) is missing. Did I do something wrong?

    Publishing a map

    • How to upload a map to the Workshop? -> (Answer1)
    • Map overview/radar? -> (Answer1)
    • How to make a custom loading screen? -> (Answer1)
    • Bots?
    • How to add place names (callouts) -> (Answer1)

    Bugs (and workarounds/fixes)

    • (Q) When I start CS2, the launch option "Counter-Strike 2 Workshop Tools" is gone. How to fix this? -> (Answer1)

    Misc

    • Tutorial: Cloth simulation in S2 -> (Link1)
  • Counter-Strike 2 Workshop Q&A

    • Radix
    • December 9, 2023 at 5:30 PM

    The CS2 Workshop Tools are out for a while now, but there are still many questions (at least I have a lot). Unfortunately there is no proper documentation yet as it used to be for Source1. Yes, there are some Youtube tutorials, but mostly about very basic things, not so much about specific questions. Also this forum is dead atm, so I'm having trouble to get the answers I need. Yeah, Mapcore is on Discord now, but imo it sucks. It's nice for those who want some daily conversation about mapping. But interesting questions and answers get lost quickly between trash talk, people posting their show off screenshots and whatever in one infinite topic. So I decided to collect some Q&A here and add links to the answers. Feel free to ask questions or give answers if you want to... (I will add all of your questions and links to answers to the following post!)

    green: proper answer orange: partial answer or idea red: not answered yet

    (Q): Original question

  • [CS:GO] Shore

    • Radix
    • July 21, 2023 at 4:03 PM

    Made a couple of changes to the layout... Switched back to the original interconnection, hope it works better now.

    Only did a quick sloppy art pass so far.

    Still not sure if we will see this in S2. 🙄

    https://steamcommunity.com/sharedfiles/fi…/?id=3007645188

  • [CS:GO] Shore

    • Radix
    • June 8, 2023 at 5:40 PM

    So... got my hands on the new Hammer and had to realize that it will take plenty of time to learn this. Had some hope that I could have ported the map easily without having to spend too much time on the new tools, but that won't work.

    So I will probably not get back to this map / Source2 in general. I know it's a shame after burning way more than 5k hours to build this map, but I don't have enough time for things like this anymore.

    So if anyone wants the map files, just let me know.

  • [CS:GO] Shore

    • Radix
    • April 13, 2023 at 8:38 PM

    Thanks to everyone who took part in the playtest today. Feedback was pretty helpful. :)

  • [CS:GO] Shore

    • Radix
    • April 10, 2023 at 6:41 PM
    Quote from melc311

    On 4/6/2023 at 9:36 PM, melc311 said: Feels silly to mention this considering CS2 is right around the corner, have you tried playing around with using info_lighting on those beams? Anyway, great job on the visuals.

    I'm pretty sure I already tried this, but didn't help. Afaik info_lighting doesn't work anymore (since de_nuke remake?).

    I will just wait for S2 magic to fix these issues I guess. :)

  • [CS:GO] Shore

    • Radix
    • April 6, 2023 at 1:47 PM
    Quote from JorisCeoen

    1 hour ago, JorisCeoen said: As soon as I have time to run into the map I will give it a try, but about those indoor lighting issues on props, I have those too on Zen. I don’t know exactly why, but most of my wooden beams fail to cast light brightness from nearby light entities at all. I’ve tried everything to fix it (changing settings back and forth etc), but no light gets cast. It’s really purely random as well because on some spots it works perfectly (good examples are at the large indoor area in the castle with the lanterns), and the next one at the other beam next to it is as if it’s not there at all.

    That's exactly the problem I was talking about. Also the wooden beams in my map. I think these props don't receive the correct amount of indirect/bounced lighting. So some of them are okay, others are way too dark. But as you said, it feels pretty random.

    Your Zen map is pretty awesome btw.! 👍

  • [CS:GO] Shore

    • Radix
    • April 6, 2023 at 1:54 AM

    Thanks, guys!

    Yeah, I will try to port it to S2 when the tools are there. I'm sure it won't look worse then. :)

    There is still some work to do anyways. The indoor areas are not much more than walls and doors atm, but I thought it would be a good idea to publish the map already. My former testing group doesn't exist anymore so I didn't test it for a long time...

    Also the indoor areas suffer a lot from some prop lighting issues I could not fix yet. I hope it will look better with S2 lighting, so I decided to leave it like it is for the moment.

  • [CS:GO] Shore

    • Radix
    • April 4, 2023 at 10:07 PM

    One of the projects I worked on after I made de_austria.

    Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

    In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

    Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

    Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=2955084102

    I took some inspiration from this place in Norway:

    [Blocked Image: https://img.fotocommunity.com/hamny-lofoten-923ce1cd-ddf0-4610-a3b7-182063141d00.jpg?height=1080]

    Layout:

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2076763493217373266/AE57D90EFDE8BF9BF340364900746C2429197F55/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false]

    Some pictures:

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2076762861716976273/5EA7B97A1B2CD1051763C35789CA371DC8D2304A/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2076762861716976806/C05861DDC889319B13A28E00DA7716021D49C2F2/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2076762861716977136/2046E5C6719D0B92258A8B3261F7AB061E7E34CC/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2076763378793714620/D8672EF3DF09337F73763CBEBDFEA35D03739226/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2076762861716978126/95C9ABD181E684A8EB36ABBCEFEEE7FA523C1A57/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/2076763378793712923/CB216F956DB7A17EC708F2452399CB37265AD31D/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false]

  • Counter-Strike: Global Offensive

    • Radix
    • September 22, 2021 at 9:43 PM

    CSGO Ancient plants.mp4 Plants on Ancient go crazy if you have played Basalt before. ?

    @Yanzl@MagnarJ

  • Corona Virus

    • Radix
    • July 10, 2020 at 11:09 PM
    Quote from RaVaGe

    1 hour ago, RaVaGe said: Well i'm all for taking precautions, but look at the statistics, 15-44 years deaths are only 1-2% from the people who died from covid.

    I just don't see what's the point of blocking the people who are working while the only people who should be extremely carefull are the one retired already.

    The problem is, that the virus does irreparable damage to your body even if symptoms are mild. In general every disease does damage to your body. Even if it's just a cold or the flu or whatever. Sometimes the damage can mostly be regenerated, but often by scar tissue. Also the regeneration potential of the human body is limited. That's why old people die (for example of SARS-Cov-2).

    The problem with the "Coronavirus" is that the prevalence of severe symptoms and the damage done to your body is significantly higher than it's the case for Influenza or other common diseases. It's not all good if you just survive the infection. So the amount of infections should be kept as low as possible. We don't know if there will ever be a vaccine or effective treatment.

    In my opinion they should have done a super strict lock down Wuhan style for a month in every region with infected people all over the world. Then this Covid thing would not be a problem anymore. But that's probably impossible because short-sighted people insist on their freedom. So we will still talk about Corona in 2021 and probably 2022.

  • Counter-Strike: Global Offensive

    • Radix
    • April 23, 2020 at 7:37 PM

    CS:GO and TF2 Source code leak lately... ?

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Radix
    • April 12, 2020 at 1:22 PM

    I think the whole system of adding/removing (community) maps should be changed and most importantly be more transparent.

    1. In my opinion more maps should get a chance of getting played and payed. The original Operations were a good thing.

    2. Originally Valve wanted to (or at least they said it) keep popular community maps in the game and change the map pool according to popularity. One of the first maps treated like this was my Austria map. So it stayed in for a while and had pretty good queue times (most of the time shorter than Cobble, Nuke, Train and often even Overpass). But then they switched to "2 in, 2 out" mode. Some maps like Abbey seemed to be pretty popular but just got removed after 4 months or so. If players know that a map will be removed after such a short time, they will not want to learn it and keep playing Mirage or whatever.

    3. Valve should give more feedback to the mappers what's going on. How many players do actually play a map? Which game modes are played? Balancing? At least to me they didn't give any information except some balancing stats. Maybe they gave more information to the others guys. But we won't get to know this because most people here don't share any knowledge anymore and just post their shiny screenshots to get some likes. ?

    4. There should be a more transparent and consistent system of adding/removing maps. Maybe something like this based on popularity:

    x <- -> Casual only (or Operation) <- ->(Scrimmage only for a short time <- ->) Scrimmage and Comp <- -> Active duty

    5. Why are maps in Scrimmage mode OR Comp? Why not both? Scrimmage is good to learn a map without destroying your rating. But most people won't play more than 1-5 matches like this. I think pretty much all maps should be in Scrimmage game mode. Or if this increases queue time too much, there could be maybe 2 regular maps + another one that changes every month or so (atm Mirage)

    6. What about Wingman game mode? I actually like this a lot. But most maps are just terrible and/or imbalanced. Would be nice to see some community maps there.

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Radix
    • April 3, 2020 at 11:40 PM
    Quote from Passerby97

    4 hours ago, Passerby97 said: I respect that you took time to write this, but this is not really a response to anything I said.

    Oh, then I probably just got you wrong. Sorry.

    Quote

    Quote But maps that Mapcore doesn't acknowledge aren't accepted to CS.

    Which maps do you think of particularly that were good but not added because of not being "acknowledged" by Mapcore?

    Yes, there are a couple of maps that looked interesting but never got added (Grind, Import, Sanchez, Waterfall, Iris, ...). (Just talking about the visuals, not layout, because that's obviously Valve's first exclusion criterion)

    But maybe there are different reasons. As I already said, they might just have failed when tested by Valve...

    Or maybe there were just other maps that were better at the same time.

    After all there are only a few mappers that reach the high requirements for the visuals. And these guys try to finish their maps by the end of a contest. Because of the fame/extra money I guess. So it's natural that most "good" maps are contest winners in the end.

    Quote

    Quote Anubis has 50-100 fps lag spikes on medium rigs

    I agree. Anubis looks awesome, but it's not well optimized yet. (Of course not! Because that's one of the last things you do when you make a map)

    At it's current state it should not have been added to the game yet imo. It will surely run a lot better in a few weeks...

    Quote

    Quote Ruby and Breach got completely remade midway through their in-game rotations. Not every map can be perfect when first accepted into the game, and that clearly does not stop them from being accepted.

    Yes. But mostly gameplay changes. These maps looked very polished and played well already when they were added. The authors just wanted to improve gameplay based on player feedback imo.

    What I said about Junction was that it's currently way to unpolished to be added. (Flickering props, nodraw surfaces, temporary assets, ...). Don't get me wrong. I like the map. But 80% finished is not enough.


    After all you remind me of a guy called "Tynnyri". Just more polite. ??

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Radix
    • April 3, 2020 at 8:09 PM
    Quote from Passerby97

    2 hours ago, Passerby97 said: Junction was awesome map and there's no good reason why it wasn't added to the game. But please also realize that Valve doesn't decide the maps accepted to the game anymore like they used to. Now they seem to purely accept Mapcore contest winners or maps from famous mappers.

    I think they didn't add it to the game because de_junction was never finished. Can't talk about gameplay, because I never really played it.

    But yes, the visuals are awesome at some spots, but some areas need a lot of additional work imo.

    I don't know why, but it seems like the creators abandoned this map (?)


    The fact that Valve only picks Mapcore maps is because pretty much every good CS:GO mapper is at Mapcore.

    Valve also tests every candidate internally, that's why some awesome looking maps sometimes don't get added (because they are not fun, completely imbalanced, exploitable, not optimized (low fps) or whatever).

  • Mustang (formerly Everest)

    • Radix
    • March 1, 2020 at 11:18 PM
    Quote from Squad

    23 hours ago, Squad said: how newer (official and custom) maps do it nowadays

    It's pretty inconsistent even in officials maps. In the older official maps the first step is mostly skipped like you did. But in some maps like nuke or cobble both variations are used (for no reason), while newer maps like dust2 and inferno are completely smoothed (all steps clipped).

    I think they initially skipped the first step for the following reason and then adapted it for nearly all stairs without thinking about it (even if it didn't make sense.):

    If you clip all stairs, in some situations the player "stumbles" over the ramp when he just wants to pass in front of the stairs. That feels pretty irritating and it's the reason why they skipped the first step (in my opinion). But this can only happen if there are no walls at the sides of the stairs.

    [Blocked Image: https://i.imgur.com/DHozbLY.jpg]


    Edit: You already said it here. I should read more carefully before wasting time ?

    Quote from Squad

    23 hours ago, Squad said: because sometimes the bottom clip extends beyond a corner

    I prefer to clip all stairs and add an extra bevel at the side if needed like here in dust2: (Yes, the wall clip is too large there... Valve please fix :P)

    [Blocked Image: https://i.imgur.com/cObwWlt.jpg]

  • Swamp

    • Radix
    • February 6, 2020 at 1:04 PM
    Quote from Tynnyri

    53 minutes ago, Tynnyri said: Something like Nuke? That would very interesting to see!

    I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.

    But I suggest to move this discussion somewhere else. This thread belongs to de_swamp. ;)

  • Swamp

    • Radix
    • February 2, 2020 at 1:14 AM

    I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout).

    So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated.

    I think you did a good job here.

  • Mustang (formerly Everest)

    • Radix
    • February 1, 2020 at 2:49 AM
    Quote from Lefty

    58 minutes ago, Lefty said: They got till the end of Feb 1st lol

    Yeah, but looks like a photo finish...

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