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Everything posted by Radix
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Question: How to create water in CS2? Answer1:
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Question: Where are the compile logs saved?
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Question: How to achieve a seamless transition between the water in your map an the water in the skybox? (like in de_anubis) (water texture scale in skybox; cubemaps?) I've been struggling with this for a while now. I tried to decompile de_anubis map, because it works pretty well there. There the skybox map uses the exact same water texture as the actual map. But in my map the skybox water looks scaled too large (=> larger waves) compared to the water in the actual map. It seems like the texture scale of the water texture doesn't have an effect (like in Source1). Also I'm not sure how to get the cubemaps right, since I can't assign a cubemap to a specific face anyore (Can I?).
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[CS2] Big Adventure Mapping Contest
Radix replied to FMPONE's topic in Counter-Strike 2 Big Adventure Contest
Just wave with some dollar bills and all the rats climb out of their holes again. Interesting. -
Question: How to upload a map to the Workshop? Answer: Open the CS Workshop Tools and select the project you want to publish. Then open the Tools tab (top right) and select "Counter-Strike 2 Workshop Manager" The rest is self-explanatory...
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Question: (Porting CS:GO maps to CS2) All the instances that I had in my CS:GO map don't exist in the ported map (as a prefab). They are only inside the maps/prefabs folder, but all func_detail geometry is missing. How to fix this? Answer: If you want to preserve your func_instances, replace "-usebsp" with "-usebsp_nomergeinstances" in the Python script parameters: python import_map_community.py <s1gameinfopath> <s1contentpath> <s2gameinfopath> <s2addon> <mapname> -usebsp_nomergeinstances (Import Tool Documentation)
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Question: Some entities have an 'obsolete' icon after porting. What's up with that? Answer: These entities are not used anymore. You can remove or replace them.
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Question: Many entities have unused keyvalues after porting a map. Can I just delete these? Answer: (Edit: This answer is probably wrong) These keys are obsolete and not used anymore (?). If you want, you can remove all of them by clicking 'Map'->'Check for problems' and then hitting 'Fix':
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Thanks! But I have to say that this didn't work as intended. Originally I hoped to get some people involved to get some answers for my own questions while doing the tedious work of putting it all together. But obviously people/communities have changed in the last years. But I will keep this thread up for everybody or even just for me in case I need to look up something.
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Backup post for me
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Question: Console command to directly load a Workshop map? Answer: map_workshop *ID* *mapname* So you will need the exact map ID. Every workshop map has a unique ID number. You can find it here: ...\Steam\steamapps\workshop\content\730 Example: map_workshop 3121217565 de_thera
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Question: Is there an equivalent to "shift+drag" duplicate of the old Hammer? Answer: It's still the same, but be aware that "Translate" mode is active. Then just hold "shift" while click+drag the arrows/squares. In "Meshes"/"Objects"/"Groups" mode shift+drag duplicates. In "Vertices"/"Edges"/"Faces" mode it extrudes You can also use shift+arrow keys of your keyboard.
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Are these grass/flower props some kind of detail props (associated with the ground texture, similar to the detail sprites in S1) or are they manually placed/Asset Spray Tool? Looks great though.
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Question: (Porting maps from CS:GO to CS2) The script creates three vmap files of my map (*map_name*.vmap, *map_name*_environment_prefab.vmap and *map_name*_prefab.vmap). Why? So when I port a map, these 3 vmaps are created: *map_name*.vmap: Which imo should be the actual map file, but it's just one single prefab there (->2.). *map_name*_prefab.vmap: Here I can only edit some entities like lights, player spawns, bombsites but also water brushes. The rest is a prefab (->3.). *map_name*_environment_prefab.vmap: The actual file where I can do something. What is that good for?
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Question: How to quickly remove the triangulation of the meshes after porting a map? Answer: -> Select the faces (double click selects all connected faces), then hit "backspace" (=combine faces) Don't forget to check these before: But be careful, sometimes this collapses some faces... In any case some manual cleanup will be needed afterwards. -> A useful post on Discord (video)
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Question: Are there any example map files (from Valve) to learn from? Answer: Not much atm (early 2024), no complete maps. But there are a couple of interesting *.vmaps here: ...\Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo\maps\editor For example this small part of dust2: "toolscene_lighting_de_dust_day.vmap" Smart Props Zoo: ...\Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo\maps\editor\zoo Some basic entities that you might want to use in your map: ...\Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo\maps\templates Some information about lighting: ...\Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo_addons\*your_addon_name*\maps\content_examples
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Question1: Where are all the files stored (textures, models, maps, ...)? And how to open/edit them? Question2: Which file formats do materials, models etc. have? Answer: Maps: File formats: compiled maps: *.vpk can be opened/decompiled with Source2Viewer the equivalent to *.bsp in S1 source files: *.vmap can be opened with Hammer the equivalent to *.vmf in S1 File paths Official maps (*.vpk): ...\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo\maps Workshop maps (*vpk): ...\Steam\steamapps\workshop\content\730 Your compiled maps (*vpk): ...\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo_addons\*addon_name*\maps Your map projects (source files, *vmap): ...\Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo_addons\*addon_name*\maps Textures: File formats: compiled textures: *vmat_c the real material file loaded by the engine *vtex_c compiled image file equivalent to *.vtf in S1 both can be opened/decompiled with Source2Viewer source files: *.vmat a plain-text version of *.vmat_c can be edited equivalent to *.vmt in S1 can be opened with the Material Editor of the S2 Workshop Tools (or with a simple text editor like Notepad) *.png, *.tga, ... (or any other supported file type) the actual uncompressed texture file File paths compiled textures: hidden inside *.vpk files Stock materials: ...\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo materials of custom maps: packed into their *.vpk source files: ...\Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo_addons\*addon_name*\materials Models: File formats: compiled models: *.vmdl_c the real model file loaded by the engine *vmat_c, *vtex_c: compiled texture files of the model, see above ("Textures") both can be opened/decompiled with Source2Viewer source files: *.vmdl *.vmat, *.vtex: texture files of the model, see above ("Textures") File paths compiled models: hidden inside *.vpk files Stock models: ...\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo models of custom maps: packed into their *.vpk source files: ...\Steam\steamapps\common\Counter-Strike Global Offensive\content\csgo_addons\*addon_name*\models
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Question: Map overview/radar? Answer: https://developer.valvesoftware.com/wiki/RadGen
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Backup post for me in case I mess it up...
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Question: Where are Workshop maps and their files stored? Answer: ...\Steam\steamapps\workshop\content\730\
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Question: When I start CS2, the launch option "Counter-Strike 2 Workshop Tools" is gone. How to fix this? Answer 1: Go to your Steam Library and right click on CS2, then: Unfortunately you have to do this every time you want to launch the Workshop Tools. Any ideas for a permanent fix? Answer2: Alternative solution: Right click on "Counter-Strike 2" in your Steam Library, then go to: "General" -> "Launch Options" Then add +install_dlc_workshoptools_cvar 1 This seems to work permanently.
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I'm not familiar with Source2 yet, but since 99% of Mapcore members try their best to ignore the forum, some basic ideas I have: - Do you have a seperate *.vmap for your 3d skybox? (Some information about 3d skyboxes in S2 here) - Did you check the compile log for errors? - Maybe just a S2 bug (?)
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Some features of the Overlay Tool (Original post on Discord) https://cdn.discordapp.com/attachments/570728171566006288/1160248044718141584/overlay_tool.mkv?ex=658706b2&is=657491b2&hm=34035942927b7b00ad9a5a336c1930c88f0b046573e5e62a8302e4eb35443d18&
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