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Posts posted by Radix
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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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Just wave with some dollar bills and all the rats climb out of their holes again. Interesting.
- Serialmapper and tomm
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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
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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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On 2/4/2024 at 6:58 PM, Radu said:
Thanks for putting all this together! You da' real mvp @Radix
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
SpoilerOn 12/9/2023 at 6:32 PM, Radix said:CS2 Workshop Q&A
Porting content from CS:GO to CS2
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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)
- Why are special clip textures like toolsclip_wood missing? ->(Answer1)
- How to quickly remove the triangulation of the meshes after porting a map? -> (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?
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Materials
- How to port legacy materials to S2? -> (Link1)
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Models
- How to port legacy models to S2? -> (Link1)
Questions about the Workshop Tools
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
- Texture Tool
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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)?
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Props
- Smart Props? -> (Link1)
- Entities
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Overlay Tool
- Some features of the Overlay Tool -> (Answer1)
- ...
Questions about Source2/CS2
- Documentation
- Files and directories
- Developer Console
- Props
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Misc
- Does S2 support detail sprites (as used in CS:GO Dangerzone maps) or detail props?
- Weather effects (rain/snow) in S2?
- 3d skybox? -> (Answer1)
Asset creation in Source2
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Materials
- How to create a custom material?
- How do I decompile a stock material? -> (Answer1)
- Models
- Particles
Compiling a map
- Is a GPU capable of raytracing now required? -> (Answer1)
Decompiling a map
- Is it possible to decompile maps and assets? -> (Link1)
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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 publish a map?
- Map overview/radar? -> (Answer1)
- Bots?
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
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Maps (+used assets)
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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.
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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
- Jim F Kennedy and Thrik
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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:
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File formats:
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compiled maps: *.vpk
- can be opened/decompiled with Source2Viewer
- the equivalent to *.bsp in S1
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source files: *.vmap
- can be opened with Hammer
- the equivalent to *.vmf in S1
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compiled maps: *.vpk
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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:
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File formats:
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compiled textures:
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*vmat_c
- the real material file loaded by the engine
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*vtex_c
- compiled image file
- equivalent to *.vtf in S1
- both can be opened/decompiled with Source2Viewer
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*vmat_c
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source files:
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*.vmat
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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)
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a plain-text version of
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*.png, *.tga, ... (or any other supported file type)-
the actual uncompressed texture file
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*.vmat
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compiled textures:
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File paths
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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
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compiled textures: hidden inside *.vpk files
Models:
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File formats:
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compiled models:
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*.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
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*.vmdl_c
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source files:
- *.vmdl
- *.vmat, *.vtex: texture files of the model, see above ("Textures")
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compiled models:
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File paths
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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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compiled models: hidden inside *.vpk files
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File formats:
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Question: Map overview/radar?
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Backup post for me in case I mess it up...
SpoilerOn 12/9/2023 at 6:32 PM, Radix said:CS2 Workshop Q&A
Porting a map from CS:GO to CS2
- 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)
- Why are my custom sprites missing?
- Why are special clip textures like toolsclip_wood missing? ->(Answer1)
- The script creates three vmap files of my map (*map_name*.vmap, *map_name*_environment_prefab.vmap and *map_name*_prefab.vmap). Why?
Questions about the Workshop Tools
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)
- Is there an equivalent to "shift+drag" duplicate of the old Hammer?
- Meshes
- Texture Tool
-
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? -> (Link)
- Entities
-
Overlay Tool
- Some features of the Overlay Tool -> (Answer1)
- ...
Questions about Source2/CS2
- Source2 documentation? -> (Link)
- CS2 Workshop Tools documentation? -> (Link)
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Where are all the files stored (textures, models, maps, ...)? And how to open/edit them?
- Where are Workshop maps and their files stored? -> (Answer1)
- Does S2 support detail sprites (as used in CS:GO Dangerzone maps) or detail props?
- Weather effects (rain/snow) in S2?
- 3d skybox? -> (Answer1)
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Developer Console
- CS2 console command list? -> (Link)
- "mat_wireframe" console command doesn't work for me...
- Is there a console command to show clipping (something like CSGO's "r_drawclipbrushes")?
- Props
Asset creation in Source2
-
Materials
- How to create a custom material?
- How do I decompile a stock material? -> (Answer1)
- Models
-
Particles
- How to create particles? -> (Link1)
Compiling a map
- Is a GPU capable of raytracing now required? -> (Answer1)
Decompiling a map
- Is it possible to decompile maps and assets? -> (Link)
-
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?
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
- Are there any example map files (from Valve) to learn from?
- Map overview/radar?
- Bots?
- How to publish a map
- Tutorial: Cloth simulation in S2 -> (Link1)
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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.
- Serialmapper and Thrik
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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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Question: Where is the lightmap bias for meshes located?
Answer:
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Counter-Strike 2 Workshop Q&A
in Source 2
Posted
Question: How to create water in CS2?
Answer1: