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Counter-Strike 2 Workshop Q&A


Radix

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  • 2 weeks later...

Question: When I start CS2, the launch option "Counter-Strike 2 Workshop Tools" is gone. How to fix this?

cs2_tools_gone.png.afa0e05fed0f98c251d2e4e58a0294ca.png

 

Answer 1:

Go to your Steam Library and right click on CS2, then:

cs2_tools_gone2.png.13a5dddffa64eb799043f66286d13a20.png

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 by Radix
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Backup post for me in case I mess it up... :hurg:

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
  • 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)

 

 

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  • 2 weeks later...

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 by Radix
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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"

image.png.f010dc3b14c1080081de654162b6a11f.png

 

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 by Radix
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Question: How to quickly remove the triangulation of the meshes after porting a map?

Answer:

image.png.897c5dde71b3dbbb4f429cede6af6ed5.png    ->   image.png.b7e04bd03b2902d57793e1d37ff56de1.png

Select the faces (double click selects all connected faces), then hit "backspace" (=combine faces)

Don't forget to check these before:

Maps_tool_properties.png.53a70f7f969d28f7cf30981a746f6ecd.png

 

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 by Radix
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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:

  1. *map_name*.vmap: Which imo should be the actual map file, but it's just one single prefab there (->2.).
  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.).
  3. *map_name*_environment_prefab.vmap: The actual file where I can do something.

What is that good for?

Edited by Radix
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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. image.png.1f401e437cd2cceecbf2fa8083c40bd3.png

Then just hold "shift" while click+drag the arrows/squares.

image.png.7418ddfaaccc0db5208970ec94ccaac2.png

  • 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 by Radix
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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

Edited by Radix
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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
  • 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

 

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)

 

 

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