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Radix

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  1. Like
    Radix reacted to Flower_Shop_Guy in [CS:GO] SOAT   
    CS2 Port
    https://steamcommunity.com/sharedfiles/filedetails/?id=3333820560
     
     

  2. Like
    Radix got a reaction from poLemin in Counter-Strike 2 Workshop Q&A   
    Question: How to create water in CS2?
    Answer1:
     
  3. Like
    Radix got a reaction from tomm in [CS2] Big Adventure Mapping Contest   
    Just wave with some dollar bills and all the rats climb out of their holes again. Interesting. 🤑
  4. Like
    Radix got a reaction from Serialmapper in [CS2] Big Adventure Mapping Contest   
    Just wave with some dollar bills and all the rats climb out of their holes again. Interesting. 🤑
  5. Like
    Radix reacted to FMPONE in [CS2] Big Adventure Mapping Contest   
    Mapcore is now holding a Counter-Strike 2 Mapping Contest for original 5v5 bomb defusal maps AND hostage-rescue maps, powered by FACEIT!
     
    How to Enter the Big Adventures Mapping Contest
    Post a "Work In Progress" thread in Mapcore’s Official Event Forum!
    When you're ready, update your WIP thread with a link to your playable map's Steam Workshop page.
    Your thread + playable map constitutes your entry to this contest!
     
    Contest Format
    Our contest will consist of three stages, each designed to showcase the best of mapping talent from around the world:
    Stage 1: The Open Stage
    Duration: 4 Months
    Submission Deadline: Your playable map must be entered by 4th August 2024 at 11:59 PM Eastern Standard Time (EST).
    Announcement Date for the maps proceeding to stage 2: 18 August 2024
    During this stage, the floodgates are wide open to everyone, inviting all mapmakers to submit their levels. Each map is given the chance of one one-week slot on the FACEIT hubs, secured on a first-come, first-served basis. Over the course of 4 months, we'll explore the diverse landscapes of creativity, seeking maps that not only thrill but take players on Big Adventures!
    Selection Criteria (100 Points):
    50 points: Fun Factor (Map Design)
    50 points: Originality
    ----------------------------------
    Stage 2: The Refinement Stage
    Duration: 6 Months
    Submission Deadline: Your playable map must be entered by 9th February 2025 at 11:59 PM Eastern Standard Time (EST). 
    Announcement Date for the 10 maps proceeding to the final stage: 23 February 2025
    In the Refinement Stage, the chosen maps from the Open Stage embark on a journey of iteration and enhancement. Armed with community feedback, mapmakers will art and polish their levels, pushing them towards the best possible version of final judging. The remaining maps will rotate on the Mapcore FACEIT hubs, allowing players to experience and provide feedback firsthand
    Criteria for Advancement (100 Points):
    25 points: Fun Factor (Map Design)
    25 points: Originality
    25 points: Visual Presentation
    25 points: Overall Polish
    ----------------------------------
    Stage 3: The Grand Finale
    Duration: 8 Weeks
    Submission Deadline: Your playable map must be submitted by 20th April 2025 at 11:59 PM Eastern Standard Time (EST). 
    The top 4 maps and Grand Prize Winner will be declared on 4th May 2025 to claim their place in the spotlight. These maps will be showcased in exclusive Mapcore FACEIT tournaments.
    In the Grand Finale, the top 10 finalists emerge, ready to vie for the ultimate prize. These mapmakers will incorporate final community feedback, refining their creations to perfection.
    Final Evaluation (100 Points):
    25 points: Fun Factor (Map Design)
    25 points: Originality
    25 points: Visual Presentation
    25 points: Overall Polish
    ----------------------------------
     
    Judging Procedure
    Mapcore Judges
    Mapcore's veteran judges, renowned for their expertise in map design, will be joined by esteemed CS2 Guest Experts, including the likes of Launders, Anders Blume, and Mauisnake! Your creations will be evaluated by the best in the business, ensuring a fair and comprehensive assessment.
    Mapcore Judges
    FMPONE -- @FMPONE
    TopHattWaffle -- @TopHattWaffle
    Helder Pinto -- @HelderHP
    Guest Experts
    Anders Blume -- @OnFireAnders
    Daniel "DDK" Kapadia -- @ddkesports
    fl0m -- @fl0m
    James Bardolph -- @jamesbardolph
    Launders -- @launders
    Mauisnake -- @Mauisnake
    Scrawny -- @ScrawnyCG
     
    Contest Prizes
    Top 4 Contest Maps receive:
    Eternal Bragging Rights
    A Spotlight on Mapcore (linking to each work in progress thread)
    A Monetary Prizepool of $15,000 ($7,500 for First place; $4,500 for Second place; $2,000 for Third place; $1,000 for Fourth place)
    Special Valve prizes! (Counter-Strike/Valve merchandise, courtesy of Valve Software)
     
    Key Dates
    Stage 1 Deadline submission: 4 Aug 24
    Stage 1 Announcement winners: 18 Aug 24
    Stage 2 Deadline submission: 09 Feb 25
    Stage 2 Announcement winners: 23 Feb 25
    Stage 3 Deadline submission: 20 Apr 25
    Stage 3 Announcement winners: 04 May 25
     
     
    Contest Rules
    Entry into this Contest is free of charge for all. Your entry must be a playable map for the PC version of Counter-Strike 2. Remakes (maps of the same name and mostly identical design of an existing map released for public download) can NOT be entered. An entrant’s own prior ideas or concepts may be improved upon for this contest if their entry is, on the whole, new and uses a new name. Remember that originality is a valued metric in our judging. No explicitly named sequels to an existing Valve map (e.g. “Dust3”). Maps that were under creation prior to the announcement of this Contest can be entered, except for any map which was released for public download on the Steam Workshop. Map entries must be submitted to the CS2 Steam Workshop AND our Mapcore Contest sub-forum before the deadline. By submitting content in the forum you agree with any of the content and map-material being used for promotional purposes. Map authors are free to share their map on any other websites or services they wish, however the map must remain free to download. Multiple map entries are permitted, however each entry will be judged for its own particular quality. Map entries created by teams are permitted, however entrants will have to agree how to split any prizes awarded prior to prize claim and dispatch. Prize payments will be made to one (1) designated individual per project. Mapcore encourages entrants NOT to update their Workshop map after the deadline(s). Entries will not be disqualified if updated, but entrants assume the risk of introducing bugs/glitches into their work. Judges will not be asked to overlook such bugs/glitches, so we recommend "finalizing" a polished version of your project before the deadline in order to “put your best foot forward”. You must retain the same workshop ID for any of your entries throughout the contest. Any technical reason for changing workshop ID must be run past the mapcore admin team or face disqualification. You should also include the following code in your workshop description: [url=fce.gg/mapcore][img]https://i.imgur.com/60HRCdw.png[/img][/url] Mapcore forum rules must be obeyed. All custom textures, models, etc. must be embedded into the map's VPK file. All assets must also comply with Steam Workshop guidelines. Map authors must ensure they are able to accept payment via bank transfer from ESL FACEIT Group, a UK based organisation, in accordance with local and international laws. Winners of hardware or physical products will be required to provide a valid shipping address. Judges, Experts, and individuals associated with organizing this contest CANNOT enter, nor provide material assistance to map entrants. In the event of a conflict of interest, or the appearance of a conflict of interest during the judging phase, said judge(s) will recuse themselves from the judgment of any relevant entry and a replacement judge will be selected from our group of Guest Experts, or an outside qualified judge will be selected if necessary. If any finalist entry is disqualified due to violation of one of these rules, all applicable winnings will be directed to the next highest-rated map. Void where prohibited.  
    Contest Eligibility
    1. Participant eligibility: This Contest is open to any individual, or teams of individuals, provided they comply with the following:
    Participants must not be an Official Staff Member or Employee of the “Organizer” (Mapcore) or “Sponsor” (FACEIT). Participants must not have taken part in the judging, or official announcement of this Contest. 2. Legal Age: This Contest is open to any individuals who meet the above “participant eligibility” criteria. In the event that a participant who has not reached the legal age in his/her state wins one or more prizes, he/she must provide contact details for the legal guardian who will claim the prize(s).
     
    Prize Disclaimer
    FACEIT will be providing Prize revenue. Mapcore assumes no responsibility.
     
    THANK YOU to our AMAZING COMMUNITY!
    And to our INCREDIBLE Sponsor:

  6. Like
    Radix reacted to Serialmapper in de_outferno final version   
    The remastered CS2 version is on the workshop

  7. Like
    Radix got a reaction from Deh0lise in Counter-Strike 2 Workshop Q&A   
    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) (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)  
    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)  
    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) 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
    Are there any example map files (from Valve) to learn from? -> (Answer1) Tutorial: Cloth simulation in S2 -> (Link1)
  8. Like
    Radix got a reaction from Deh0lise in Counter-Strike 2 Workshop Q&A   
    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
  9. Like
    Radix reacted to Radu in Counter-Strike 2 Workshop Q&A   
    Thanks for putting all this together! You da' real mvp @Radix
  10. Like
    Radix reacted to Serialmapper in WIP in WIP, post your level screenshots!   
    They are low poly static props used with the spray tool. 
    From what i had seen their impact on the fps is insignificant.(tested on a full server of 38 real players, before and after adding them). During the compilation they are automatically joined into a larger prop depending on the distance and área they are filling.  The map (de_amalia) its on the workshop if you want to inspect it. 
  11. Awesome
    Radix got a reaction from Freaky_Banana in Counter-Strike 2 Workshop Q&A   
    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
  12. Like
    Radix reacted to Serialmapper in WIP in WIP, post your level screenshots!   
    https://steamcommunity.com/sharedfiles/filedetails/?id=3120867158&searchtext=de_amalia
     
  13. Awesome
    Radix got a reaction from Serialmapper in Counter-Strike 2 Workshop Q&A   
    Question: Is there a cable/rope entity in S2?
    Answer1:

    How to add additional nodes later?  
    Answer2: A different way to create straight pipes etc.: Cable Tile Meshes
     
  14. Like
    Radix got a reaction from Jim F Kennedy in Counter-Strike 2 Workshop Q&A   
    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
     
  15. Awesome
    Radix reacted to Dea in "Designing an Outpost on the Moon" Video   
    Hello fellow level designers! I like the new forum-look. 😁👍

    I made a video on how I helped design a level for the UE4 game Deliver Us the Moon, what the process was like and what I would do differently now a couple years later. I also fall into other tangents about level design that might hopefully be interesting. If that sounds like something fun, I always appreciate people watching, discussing or giving feedback:

    Hope you enjoy! 😊
  16. Hide the pain
    Radix got a reaction from Thrik in Counter-Strike 2 Workshop Q&A   
    Backup post for me in case I mess it up...
     
  17. Awesome
    Radix got a reaction from Thrik in Counter-Strike 2 Workshop Q&A   
    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
     
  18. Like
    Radix got a reaction from Squad in Counter-Strike 2 Workshop Q&A   
    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  
  19. Like
    Radix got a reaction from Squad in Counter-Strike 2 Workshop Q&A   
    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
  20. Like
    Radix got a reaction from WD in Counter-Strike 2 Workshop Q&A   
    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
  21. Like
    Radix got a reaction from Vaya in Counter-Strike 2 Workshop Q&A   
    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) (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)  
    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)  
    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) 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
    Are there any example map files (from Valve) to learn from? -> (Answer1) Tutorial: Cloth simulation in S2 -> (Link1)
  22. Awesome
    Radix got a reaction from Thrik in Counter-Strike 2 Workshop Q&A   
    Question: Where are Workshop maps and their files stored?
    Answer: ...\Steam\steamapps\workshop\content\730\
  23. Awesome
    Radix got a reaction from Serialmapper in Counter-Strike 2 Workshop Q&A   
    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.
  24. Like
    Radix got a reaction from Thrik in Counter-Strike 2 Workshop Q&A   
    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.
  25. Like
    Radix got a reaction from Serialmapper in Counter-Strike 2 Workshop Q&A   
    Question: Where is the lightmap bias for meshes located?
    Answer:

     
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