Radu Posted February 4, 2024 Report Posted February 4, 2024 Thanks for putting all this together! You da' real mvp @Radix Radix 1 Quote
Radix Posted February 8, 2024 Author Report Posted February 8, 2024 (edited) 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. Edited February 8, 2024 by Radix Quote
Radix Posted February 8, 2024 Author Report Posted February 8, 2024 (edited) 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': Edited April 15, 2024 by Radix Quote
Radix Posted February 8, 2024 Author Report Posted February 8, 2024 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. Quote
Radix Posted February 8, 2024 Author Report Posted February 8, 2024 (edited) 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) Edited March 24, 2024 by Radix Quote
Radix Posted March 24, 2024 Author Report Posted March 24, 2024 (edited) 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... Edited March 24, 2024 by Radix Quote
Radix Posted April 15, 2024 Author Report Posted April 15, 2024 (edited) 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?). Edited April 15, 2024 by Radix Quote
Radix Posted June 16, 2024 Author Report Posted June 16, 2024 Question: Where are the compile logs saved? Quote
Radix Posted August 8, 2024 Author Report Posted August 8, 2024 Question: How to create water in CS2? Answer1: poLemin 1 Quote
Serialmapper Posted December 28, 2024 Report Posted December 28, 2024 (edited) On 4/15/2024 at 10:45 PM, Radix said: Question: How to achieve a seamless transition between the water in your map an the water in the skybox? (like in de_anubis) de_anubis water uses a material that fades at a certain distance in the skybox. How to make a water material that fades at the distance you want: 1. make a water material using the "CSGO water fancy" shader, or decompile a water material using the source2viewer (i did the last method since i had no ideea how the shader really worked) 2. in your fancy water material settings look for these parameters: Those values don´t have to be equal, or the mesh a square, they just dictate the distance from the center of the editor to where the material fades into the skybox. 3. Place a big cubemap or a combined light probe volume on your water. 4. do not place other materials besides nodraw or solidblocklight beneath the water in the distance. Here are some results: the first is the desired one, the others if you place other materials beneath the water in the distance. (Also in the 3d skybox map place a cubemap or a combine light probe cubemap right in the center of the skycamera, end extend it to cover all the water´s surface.) Edited January 1 by Serialmapper Radix, Karthoum and esspho 3 Quote
Serialmapper Posted January 12 Report Posted January 12 (edited) How to create a custom cookie (thanks to @Slimek ): 1. In your custom addon folder create the following folders materials/effects/lightcookies , their name and order it´s important otherwise it won´t work. 2. Create your desired image that you want to project as tga (targa) an place it in the folder "lightcookies" 3. Using notepad or notepad++ ,create a vtex file using this code: <!-- dmx encoding keyvalues2_noids 1 format vtex 1 --> "CDmeVtex" { "m_inputTextureArray" "element_array" [ "CDmeInputTexture" { "m_name" "string" "InputTexture0" "m_fileName" "string" "materials/effects/lightcookies/stained_glass_01.tga" "m_colorSpace" "string" "srgb" "m_typeString" "string" "2D" "m_imageProcessorArray" "element_array" [ "CDmeImageProcessor" { "m_algorithm" "string" "None" "m_stringArg" "string" "" "m_vFloat4Arg" "vector4" "0 0 0 0" } ] } ] "m_outputTypeString" "string" "2D" "m_outputFormat" "string" "BGRA8888" "m_outputClearColor" "vector4" "0 0 0 0" "m_nOutputMinDimension" "int" "0" "m_nOutputMaxDimension" "int" "0" "m_textureOutputChannelArray" "element_array" [ "CDmeTextureOutputChannel" { "m_inputTextureArray" "string_array" [ "InputTexture0" ] "m_srcChannels" "string" "rgba" "m_dstChannels" "string" "rgba" "m_mipAlgorithm" "CDmeImageProcessor" { "m_algorithm" "string" "Box" "m_stringArg" "string" "" "m_vFloat4Arg" "vector4" "0 0 0 0" } "m_outputColorSpace" "string" "srgb" } ] "m_vClamp" "vector3" "0 0 0" "m_bNoLod" "bool" "1" } 4. Now you can apply it to a light_barn entity and set the light to dynamic in order to behave properly ( to project and maintain its shape). Edited January 15 by Serialmapper Karthoum and Radix 2 Quote
Serialmapper Posted February 8 Report Posted February 8 how to make Custom loading screen for maps in Counter-Strike 2 ? (thanks @Geno) answer: https://gamebanana.com/tuts/18319 Geno and Radix 2 Quote
Serialmapper Posted February 8 Report Posted February 8 how to add place names/ callouts? answer: env_cs_place I found a tutorial in spanish but it´s very explicit so you don´t need to know the language Radix 1 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.