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  2. resident91

Posts by resident91

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

    • resident91
    • November 12, 2015 at 9:08 PM
    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?

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

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

    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!

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

    • resident91
    • November 11, 2015 at 2:50 PM
    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. :???:

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

    • resident91
    • November 11, 2015 at 11:43 AM
    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.

  • cs_darkwalls WIP

    • resident91
    • November 7, 2015 at 12:02 PM
    Quote from jackophant

    You should take the screenshot in the 4:3 ratio of 1280 x 1024. set cl_leveloverviewmarker 1024 and take the screenshot within the red square. This red outline also makes it easier to edit.

    It's important for radar alignment later on, so it's good to practice it now

    So we have to change the game resolution from your options before taking the screenshot. I'll tests.


    The map see it visually very nice but I think like other users, the positions of the hostages would make a rather boring gameplay. Otherwise I have nothing to say.

    The map may be a bit small, but this need not be a problem to end up being fun.

    Sorry for my English.

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

    • resident91
    • November 5, 2015 at 7:49 PM
    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.

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

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

    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?

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

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

    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]

  • Rainbow Six: Siege

    • resident91
    • March 27, 2015 at 9:31 PM

    Will map editor?Do you think you can beat counter strike global offensive?

  • (new!) de_stadium

    • resident91
    • March 19, 2015 at 4:23 PM

    Where are running the play test?

  • Source 2!

    • resident91
    • March 4, 2015 at 11:38 AM
    Quote from Squad

    That's probably just what it is, a rumor. If Valve hasn't mentioned anything about CSGO going to Source 2, then there's no reason to go all crazy about it imo.


    Off course you can still start new maps, even if Source 2 is just around the corner. I can't imagine there won't be an easy way to port what you already made to Source 2 and go from there.


    Well I will continue with my plans. Surely we will see a Counter strike with Source 2 in the coming years.

  • Source 2!

    • resident91
    • March 4, 2015 at 10:54 AM

    There were rumors that the Counter Strike Global Offensive be updated to Source 2. Do you know anything?Is it worth starting new maps now?

  • [CS:GO] de_binnenhof

    • resident91
    • May 11, 2014 at 4:06 PM

    WWWOOWW!

    I really want to see this map running on my pc!

    Could you tell me which program created as models?

    I refer to the capture of Model (s).

    Thank you and I encourage you to keep going!

    Sorry for my English!

  • Art Gallery (CS:GO)

    • resident91
    • May 7, 2014 at 8:06 AM
    Quote from kanine01

    I feel as though the lighting shouldn't be so dim. If it was brighter and more "washed out" it might look a lot better.


    Thanks for your recommendation. In future updates I will improve it.

  • Art Gallery (CS:GO)

    • resident91
    • May 6, 2014 at 4:01 PM

    Hello everyone!

    Today I found this fabulous website and I will take to post the first map source that you create with this past summer. Now I have more time and I have 2 projects in the oven.

    This is a remake of a map of the game called The sum of all fears created by Ubisoft in 2001 if I remember correctly.

    It's a very iconic game map in the many skirmishes he gave, called Art Gallery.

    The map is not 100%, missing some details and fix bugs, I would say this to 90%.

    Sorry for my bad English.


    Video Comparison of the original map and my version.


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    Screenshots:











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