Radix Posted December 11, 2023 Author Report Posted December 11, 2023 (edited) Question: Is there a way to make separate shortcuts for CS2 Tools and CS2? Answer: Edited January 18, 2024 by Radix Quote
Radix Posted December 11, 2023 Author Report Posted December 11, 2023 (edited) Question: How do I decompile a stock material? Answer: https://valveresourceformat.github.io/ Edited January 18, 2024 by Radix Quote
Radix Posted December 11, 2023 Author Report Posted December 11, 2023 (edited) Question: Where is the lightmap bias for meshes located? Answer: Edited January 18, 2024 by Radix Serialmapper 1 Quote
Radix Posted December 11, 2023 Author Report Posted December 11, 2023 (edited) 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& Edited January 18, 2024 by Radix Quote
Radix Posted December 23, 2023 Author Report Posted December 23, 2023 (edited) 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. Edited January 24, 2024 by Radix Thrik and Serialmapper 1 1 Quote
Radix Posted December 28, 2023 Author Report Posted December 28, 2023 (edited) Question: Where are Workshop maps and their files stored? Answer: ...\Steam\steamapps\workshop\content\730\ Edited January 18, 2024 by Radix Thrik 1 Quote
Radix Posted December 31, 2023 Author Report Posted December 31, 2023 Backup post for me in case I mess it up... Spoiler On 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 (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) Is there an equivalent to "shift+drag" duplicate of the old Hammer? Meshes (Q Discord) Where is the lightmap bias for meshes located? -> (Answer1) Texture Tool Tutorial: UV Operations -> (Link) (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? -> (Link) Entities Cubemaps How to use Cubemaps in S2? -> (Link) (Q) Recommended cubemap settings for the 3d skybox to achieve a proper water effect (like in de_anubis)? Is there a cable/rope entity in S2? -> (Answer1) Overlay Tool Some features of the Overlay Tool -> (Answer1) ... Questions about Source2/CS2 Source2 documentation? -> (Link) CS2 Workshop Tools documentation? -> (Link) 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) 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 (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) 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) Models How to create a custom model? How to export a model from Blender to S2? -> (Answer1) Tutorial: Import a model and its material -> (Link) Tutorial: Breakable inflatable toys -> (Link) 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) Thrik 1 Quote
Radix Posted January 10, 2024 Author Report Posted January 10, 2024 (edited) Question: Map overview/radar? Answer: https://developer.valvesoftware.com/wiki/RadGen Edited January 18, 2024 by Radix Quote
Radix Posted January 13, 2024 Author Report Posted January 13, 2024 (edited) 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 Edited January 27, 2024 by Radix Squad 1 Quote
Radix Posted January 13, 2024 Author Report Posted January 13, 2024 (edited) 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 Edited January 21, 2024 by Radix Thrik and Jim F Kennedy 1 1 Quote
Radix Posted January 15, 2024 Author Report Posted January 15, 2024 (edited) 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) Edited January 18, 2024 by Radix Quote
Radix Posted January 18, 2024 Author Report Posted January 18, 2024 (edited) 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? Edited February 8, 2024 by Radix Quote
Radix Posted January 23, 2024 Author Report Posted January 23, 2024 (edited) 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. Edited January 23, 2024 by Radix Quote
Radix Posted January 24, 2024 Author Report Posted January 24, 2024 (edited) 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 Edited January 24, 2024 by Radix Quote
Radix Posted January 24, 2024 Author Report Posted January 24, 2024 Backup post for me Spoiler On 12/9/2023 at 6:32 PM, Radix said: 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) 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? 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 (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)? Is there a cable/rope entity in S2? -> (Answer1) Overlay Tool 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 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 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) Models How to create a custom model? -> (Link1) How to export a model from Blender to S2? -> (Answer1) 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) 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 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 Are there any example map files (from Valve) to learn from? -> (Answer1) Tutorial: Cloth simulation in S2 -> (Link1) Quote
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