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  1. Want to learn how to port/fix any maps from CS:S/CS:GO, it's quite simple and doesn't require much Hammer knowledge, so read on if you're interested.
  2. 1) Downloading the necessary programs and software
  3. Firstly, get the CS:GO SDK installed if you haven't done so already, to do this, follow these steps (taken from Valve Software Wiki):
  4. Open the Steam window.
  5. Click on the LIBRARY tab and then the TOOLS tab.
  6. Double-click on the Counter-Strike Global Offensive SDK entry.
  7. The CS:GO SDK will download to your computer via Steam.
  8. Once it has been fully installed, you will be able to launch it in the same way you installed it (from the Tools tab).
  9. Next, download the following programs:
  10. http://ata4.info/bspsrc/ - this is used to convert the CS:S/CS:GO map files (.bsp) into .vmf, so they can be used in Hammer.
  11. http://www.tophattwaffle.com/downloads/vide/ - this is used to pack all custom content in when you have compiled and tested your map, a separate guide will be made for utilising this.
  12. As a tip, I'd recommend keeping them in your Desktop if it's not too clunky already, so they can be easily accessed.
  13. 2) Getting the map ready for Hammer
  14. Now that everything is installed, let's get the map prepared. By default, a map file will be .bsp, this needs to be converted to a .vmf so that Hammer can use it. de_dust3 is going to be my example.
  15. Download the map, or find the map in your C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\csgo\maps folder.
  16. Copy and paste this onto your Desktop for convenience.
  17. Start up bspsrc.jar from wherever you saved it.
  18. In BSPSrc, click on the Other tab, and then tick the 'Extract embedded files' box, this allows you to extract all of the custom content from the map.
  19. Go back to the Files tab, and click on the Add button, find de_dust3.bsp from your Desktop, click on it, and click Open.
  20. Next, click on the Decompile button in the bottom right corner, you will see in the File Name highlighted, is de_dust3_d.vmf, just delete the _d part so you are left with de_dust3.vmf, and save it to your Desktop.
  21. (Situational) If you get a red error that says VMEX Protected Brushes, or something similar, it means that maker has made it anti-decompile, so don't even bother trying to edit it. There is a way around that Zorex posted a long time ago, but I can't find it.
  22. On your Desktop, you will now see de_dust3.vmf file for the map, as well as a folder called de_dust3, its contents will depend on the map itself, at minimum you will probably have the materials folder, thought if there are other things like models, sounds, and scripts, these are important too.
  23. Go to your ...\csgo\ folder, and you will see materials, models, etc... Now cut/copy and paste them into your /csgo/ folder, not into the folders themselves, so do not put the map's materials into your materials folder, simply merge them, so the map materials would be merged with your main materials folders, as would models, and anything else.
  24. Finally, get your de_dust3.vmf file, and go to C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps, then place it in that folder, not in any of the sub-folders.
  25. Your map is now ready to be used in Hammer, and you should not encounter any errors since you have extracted and placed the map's custom content in your own folders!
  26. 3) Porting/fixing maps: Opening the map and using basic Hammer
  27. I'm not going to be going over a comprehensive guide to Hammer, but I'll share some basics on how to use the editor, not on how to actually make things though, I'll save that for another day, in the meantime, there are dozens of guides online, I'd recommend TopHATTWaffle's V2 Hammer Series - though for porting and fixing maps, you really don't need to know most of it, though it's still good to know how to make a brush, place a light, edit a light, make a player spawn, etc... Porting/fixing specific stuff will be explained in the next section.
  28. Open the Steam App: Counter-Strike Global Offensive - SDK, and then double click on 'Hammer World Editor', it may take a while to load, but when it's ready you will simply have a grey background.
  29. Ignore any error messages at the bottom or anywhere else in the program.
  30. At the top, click on File - Open... and open de_dust3 in C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\sdk_content\maps.
  31. (Situational) You may see a message which says that certain brushes have not been loaded properly, just keep them for now.
  32. Depending on how complex it is, it may take a few seconds to load, do not feel overwhelmed by the amount of stuff you may see.
  33. As a quick guide, here is your side bar, and the ones with the blue box around are all you will most certainly be using, and the ones in red you may or may not be using. From top to bottom: Selection Tool, used to select things, (Ignoring next two), Entity tool, used to place spawnpoints, lights, anything that is a real world object that stores things is an entity, Block tool, maybe you need to make a new wall, you will use the Block tool as well as your 2D views, Toggle Application tool, used to apply textures to certain faces, and change how zoomed in they are, as well as editing displacements, Decal tool, used to place decals (like poo stains) around the map, Overlay tool, used to place more defined decals, which can be edited in size and position, Clipping tool, used to cut brushes (blocks) in half, or in whatever direction you want, Vertex tool, quite complex, used to align vertexes, very important in displacement creation.
  34. The header bar won't be used much, except for the third and fourth (alternatively use '[' and ']'along, which toggles the zoom on the map grid, for simple brush work, 4 to 8 is the best size, and for specific edits, you will want it to be 1 to 2, to see the current zoom, look in the bottom left at the Snap: On Grid: #, the # being the zoom. Just make sure your header bar looks the same as mine.
  35. The final part of Hammer I'll teach here is navigating around the 3D and 2D views. Firstly, click on the top left of the four quadrants, where it should be called camera, make sure it is 3D Textured, next, in the top right quadrant, set it to 2D Top (x/y), the bottom left to 2D Front (y/z), and the bottom right to 2D Side (x/z).
  36. Next in the top left (3D View), hover over it, and click your 'Z' key, this enables you to move around in the 3D view, use your mouse to look around, and use your 'WASD' keys to move in your intended direction.
  37. This is a brief introduction, as stated earlier, you don't need to know a complex knowledge of Hammer to port maps, fixing is a little bit more technical, but I would still recommend the tutorials, especially if you want to move on to actually make maps.
  38. 4.1) Porting maps: The basic porting procedure
  39. Porting can range from extremely simple, to quite hard. If it's a dev textured map, chances are, you will need to edit minimal things, but if it's a full out map with lights, custom sounds, textures, models, traps, etc..., some things may have broken when it was decompiled, or they may simply not be compatible in CS:GO whereas they were in CS:S, so read on.
  40. At the top, click on Map - Check for problems. You will hopefully, see a small list of things, if not, do not worry.
  41. There will always be the problem of 'There is no player start.' - ignore this.
  42. If there is something that says 'Invalid texture (texture intended location)', this either means that you did not extract the materials properly, or you did not place it in the correct location, or it is using CS:S default textures, which are not recognised as custom by BSPSrc, but are also not in the CS:GO SDK by default, there is a way around this, I recommend two ways: you can either load up the original map in CS:S and see what the texture looks like, and find a brush which has that texture, and then click on the Face Edit Sheet, click Replace, click the Browse on the right hand side, find a texture that looks as similar as possible, and click Okay. Alternatively, for a more pure port, this isn't strictly legal (since it is torrenting), but if you have CS:S, I don't see the problem. Go to this website, and navigate through the directories (materials/cs_assault for example) until you find the required material, download both the .vmt and .vtf, if it is a water texture, you may need to download multiple versions, look in the folder for the same name! And for models, you will need both the model files .mdl, and many more, and texture files, found in materials, and then the prop directory. If you do not find it here, it is likely a HL2 texture, so just type the file name (.vmt and .vtf!) into Google, and you should find some shady source, but I've never encountered any errors by doing it this way, just make sure you're not downloading .bat or .exe files from the source.
  43. If there is something like 'Entity (entity type) has unused keyvalue "something"', 90% of the time you can ignore this.
  44. These are the main problems you will find, if you have others, don't worry for now.
  45. (Optional) If you want to get rid of a little message that the decompiler puts in the map, go to Map - Map Properties, you will see it at the top click on the SmartEdit button (toggle it off) and click Delete on the right hand side of the window, then toggle SmartEdit back on.
  46. Very important, if it is a map that uses weapons chances are, it will have the CS:S weapon entities which will crash the compiler if not changed. So go into Map - Entity report and go down to weapon_... .Common CS:S weapons that will crash your compiler are weapon_scout, weapon_galil, weapon_p228, and many more. Make sure all of the weapon entities in the map are from this list replace or edit any that aren't.
  47. CS:S has different player heights to CS:GO, which is why there is the mocking moments in maps like jb_vipinthemix where the cell that teleports to armoury is too small to crouch through. Please don't be that porter who doesn't adjust these things, I recommend checking all vents and small passageways later on in testing, and increasing any that the player can't fit through. This obviously, does require a very basic knowledge of Hammer editing to manipulate and edit simple brushes.
  48. Now is the moment of truth, click your 'F9' key and you will see a little window pops up, this will need to be edited soon if you haven't done so already, but for testing purposes, click on Fast for both Run Vis and Run RAD and then click Go, leave the others untouched.
  49. Your map will start to compile, if you see yellow errors, ignore them, they will probably mean nothing valuable, however red ones do, and they will probably stop the compile completely, 90% of the time, it will be a leak, and to see if it is, you will get an error that says LoadPortals: couldn't read c:\...\de_dust3.prt. there are lots of reasons as to why leaks can occur, and this explains it well as well as how to fix them, loading the PortalFile is the quickest and easiest way to find the problem: http://www.tophattwaffle.com/faq/#FAQ1.
  50. If it compiles without problems, congratulations! You have easily done the hard work. Unless you changed the setting, it will instantly load up the map in CS:GO, so let it load, it will probably want to generate a nav, so let it so that too if prompted (Finding hiding spots, sniper spots, etc..., that is the .nav being made)
  51. In-game unless you did a different compile setting all of your models will be black - do not worry we will fix that soon. More importantly, textures, and walls should be visible, if they aren't, it's likely the CS:S version didn't have lighting (since it wasn't always needed), so you may have to drop a few light entities around dark areas. You can also take this time to do any basic testing, elevators, weapons, etc...
  52. This is assuming all is well so far, you should click on File - Save As and name the map de_dust3_csgo or de_dust3_enw if you're making it for the community.
  53. Next you will want to add some sort of watermark that you ported the map, so go and make a lovely texture like my tacky doge port one, and just place it somewhere non-obnoxiously in your map. Alternatively, you can create an env_hudhint entity, name it something like CreditsHint make the text "Original map by PoosaySlayer, ported to CS:GO by Cloud for extreme-network.net" or whatever goats your float, then have a logic_auto entity, that has an output of the following: OnMapSpawn, CreditsHint, ShowHudHint with no delay, and then OnMapSpawn, CreditsHint, HideHudHint, with a delay of say 5 seconds.
  54. Now it's time to configure your lighting settings if you haven't already. This explains it clearly, simply, and perfectly. This explains it perfectly and clearly, put in the fixed parameters for the (Advanced) Fast compile, and compile up. Depending on the magnitude and optimisation of the map, as well as your PC, the compile can take from as little as 1-2 minutes, up to 1 hour, it really depends, most average sized maps should probably take around 15 minutes on a good PC, if it's any longer than an hour then contact me if you don't know how to optimise a level, since that is what it will need.
  55. Now you will be in-game, test absolutely everything make sure it works, gun spawns properly, teleporters work, there are no buggy spawns, lighting is working, there are no errors etc... If the models are still not, lighting up or have a blue tinge with shadows, for the former, you didn't use the right parameters, make sure it is exactly as it shows in the tutorial. If there is a blue tinge, look in the Entity Report to see if there is a light_directional, if there is, Delete it!
  56. That is porting, the main things from an overview that you will always need to worry about are: dimensions - are the vents to small?, weapons - are they CS:S weapon entities?, Invalid texture - did you extract the custom content properly, or do you need to replace it/find it online? But as a whole, it doesn't have much to do, so good luck, any issues, ask me, or you can always Google it, the majority of the time, there is an answer online.
  57. If this is all fine, move onto part 5, for packing and uploading the map.
  58. 4.1) Fixing maps: The basic fixing procedure
  59. Fixing maps requires a somewhat more complex knowledge of Hammer to firstly identify the problem, and deduce what is causing it. I'll be assuming you know your problem, in this scenario, in my de_dust3, let's imagine a CT player spawn is bugged in the wall, a T only teleporter is not working properly and you can grab a weapon through the wall.
  60. Let's assume these problems first, if a CT is spawning in badly, we know this must be related to a info_player_counterterrorist, and since we know the problem ourselves, we will know exactly where it is in the map. This one as a whole, should be a very simple fix, likely just raising the entity slightly above the ground.
  61. Next, for it to be a T-only teleporter, it must be using a filter_activator_team. There are two ways this could turn out, the filter_activator_team has the wrong setting enabled, so it won't allow Ts through, or the trigger_teleport has not added it to the Filter Name, or it has spelt it wrong - this is common!
  62. Finally, a weapon being grabbed through the wall means the wall is too thin, we can do one of two, make the distance of the wall between the gun and the player larger, so enlarge the wall, or we can move the weapon further away from the wall.
  63. Let's start with the spawning issue first.
  64. Navigate in the 3D view to where the problem is happening.
  65. We land at the CT Spawn, ah, it is built on a displacement, which means it is not flat, and easy for players to get stuck in when they spawn.
  66. As a precautionary, assuming the room height is not too small, simply select all of the info_player_counterterrorist entities, and raise them around 4 to 8 units above the ground.
  67. Simple, players will now spawn in on top of the displacement, instead of spawning inside it.
  68. Now we move onto the teleporter issue.
  69. We firstly check the Entity Report (Map - Entity Report) for the filter_activator_name, since they aren't visible to the player and as such could be placed anywhere. We go down and find 2, thankfully the original maker has named them TFilter, and CTFilter, so we double click on TFilter, and click Properties since we want this filter to only allow Ts through, we must make sure it is set to Allow entities that match criteria in Filter mode and Filter Team Number is set to Terrorist.
  70. We see that it is set to Disallow entities that match criteria in Filter mode! So we change it to Allow entities that match criteria this now means it will allow Ts instead of not allowing them.
  71. Don't stop here, there still may be another issue, so let's check the trigger_teleport regardless, so navigate in the 3D View to where the teleporter is located and double click on it.
  72. Check the Filter Name property, it should be TFilter - the name of the filter_activator_team for the Ts. But we see it is set to CTFilter, so change it to TFilter, and it should now work.
  73. Slightly more complex, and does require a more thorough knowledge of Hammer, but all in all, making our assumptions beforehand makes executing the plan much easier, since we don't have to run around thinking what might be causing it. If you ever need help for something like this, do contact me if you can't Google it.
  74. Finally, let's fix this weapon glitch.
  75. Again, navigate in the 3D View to the wall in question.
  76. On the side of the wall with the gun, it is a narrow corridor, with a table at the end, and a gun on top, perfect, on the other side is a complex amount of props and decals - this should be left untouched if possible, since decals break very easily. In the gun side, we select the prop_static of the table, and the weapon entity, and move it away from the wall by 64 units.
  77. There will now be a large gap between the table and the wall, which isn't good, but since this side of the wall is very bare, we can simply Select on the wall, and drag the white box (to enlarge it) close to the table, so the gap is sealed.
  78. Fixed! Unless the player is noclipping through the wall, they will not be able to get it. This doesn't require much apart from a bit of brush manipulation and moving entities, which is very basic.
  79. Just before we do the compile, let's change the map name, since you can't have two different versions of the same map name in your library.
  80. Click on File - Save As, and name it something like de_dust3_fix. Don't make it extremely long like de_dust3_cloud_fix_2016 since it's just unnecessary, and most importantly, don't use anything other than your alphabetical characters, numerical characters, and underscores.
  81. Now that we think all of our problems are fixed, let's test it in-game. We need to compile the map, but before we do, the lighting settings must be configured. This explains it perfectly and clearly, put in the fixed parameters for the (Advanced) Fast compile, and compile up. Depending on the magnitude and optimisation of the map, as well as your PC, the compile can take from as little as 1-2 minutes, up to 1 hour, it really depends, most average sized maps should probably take around 15 minutes on a good PC, if it's any longer than an hour then contact me if you don't know how to optimise a level, since that is what it will need.
  82. When the compilation has finished:
  83. Load up CS:GO.
  84. Open Console and type in 'map de_dust3_fix'.
  85. The map will load, and may start to generate the nav, if it does, just leave it to do so.
  86. When it has finished, go around and test your things, I won't explain how to do this, since it's situational, and just basic knowledge how to test things.
  87. Fixing is hard to teach, since most of it comes from experience, I showed you how to fix three potential problems here, one of which (the spawn one) can be fairly common in buggy maps. There can be more complex problems, but they will normally be no more complex than the teleporter issue, if you can't fix it, as I said, Google it, or ask me, if it's a good problem that is common and I have missed, I will add it in this guide, or make a new guide on how to fix certain problems.
  88. If all is well, you can move onto part 5 for packing and uploading.
  89. 5) Packing and uploading maps
  90. Now, your map is complete, you just need to pack the content. So load up VIDE and click on the far right button: Pakfile Lump Editor, this is your Pakrat. Click Open and go to C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\csgo\maps where you will find a de_dust3.bsp, double click it.
  91. Click Scan, and then (Very important) click Browse and click Select Folder for the path of C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\csgo, not any folders within, just the csgo folder. If it is a different folder, it may not recognise or find all of the necessary assets. Finally, click the Scan button, this can take a couple of minutes depending on how content heavy it is.
  92. You will see lots of different colours now, don't worry for now. Simply click Auto and then Apply, that's it! Everything green is in the map by default (core files), and the yellow stuff is the custom things. If it has missed anything, such as a .nut (for VScripts) file, all you have to do is click Add, then go to the directory, and add it, clicking Ok on any prompts that pop up. However, it's not all saved yet, so click on that glorious Save button. It's now safe to close VIDE, and you'll be pleased to hear, your map is now complete!
  93. Finally, you will want to upload it to an external source, be it Dropbox, Mega, Megaupload, whichever uploader you prefer, and post it here on the forums!
  94. Voila! It was that simple wasn't it?
  95. 6) Finished
  96. With that, your basic guide to porting and fixing is complete, I hope some of you try it out since when you learn the basics it can be very, very easy. Good luck if you do try, and if you encounter any problems or find something wrong with this guide, send me a forum PM, or message me on Steam.
  97. Cheers,
  98. Cloud
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