• How to map for CSGO Beta in just 5 tedious step
    73 replies, posted
Requested in the Map WIP thread. Maybe there's an easier way to do this, I'm no expert, just posting what worked for me. [B]Step 1[/B]: Download [URL="http://store.steampowered.com/app/630/"]Alien Swarm[/URL] (It's Free) and run the Alien Swarm SDK (Steam tools menu) [B]Step 2[/B]: Click [I]Edit Game Configurations[/I] and then [I]Add[/I]. For [B]Name[/B] write CSGO For [B]Directory[/B] put the full path to the Counter-Strike Global Offensive\csgo folder. For me the path was: c:\program files (x86)\steam\steamapps\common\Counter-Strike Global Offensive\csgo It may be different for you. Click OK twice and restart the SDK. [B]Step 3[/B]: Set [B]Current Game[/B] to CSGO and run Hammer. [B]Step 4[/B]: Go to Tools -> Options Make sure [I]Configuration[/I] is set to CSGO Click [I]Add[/I] and browse to Steam\steamapps\[B][your steam account name][/B]\sourcesdk\bin\orangebox\bin and select cstrike.fgd Replace [I]Game Executable Directory[/I] with $SteamUserDir\Counter-Strike Global Offensive\ Replace [I]Game Directory[/I] with $SteamUserDir\Counter-Strike Global Offensive\csgo Replace [I]Hammer VMF Directory[/I] with $SteamDir\steamapps\[B][your steam account name][/B]\sourcesdk_content\cstrike\mapsrc Click OK and [B]restart Hammer[/B]. [B]Step 5[/B]: Start a new map and save it. You must put .vmf on the end of the filename or it won't save properly. Run the map. If you get the normal compile window click Expert. Select Default configuration Click $bsp_exe and remove -alldetail from parameters Tick the first four boxes Click close. If everything went well you should now be able to use CSGO textures and models and any CSS entities that haven't changed. Run compiled maps by running CSGO and typing [B]map mapname[/B] in the console. [IMG]http://img849.imageshack.us/img849/8674/2012040800005a.jpg[/IMG] One final thing I forgot: When you create a new map you have to change the skybox to sky_dust or any other CSGO skybox you can guess the name of.
Oh god, I hope I'll get a beta key soon :) Nice tutorial though, I remember having to do this for Portal 2 the first week or so.
Will doing this screw anything up when the official SDK is released? I've always wondered that. I'll be sure to try this if I get the beta.
[QUOTE=simzboy;35483110]Will doing this screw anything up when the official SDK is released? I've always wondered that. I'll be sure to try this if I get the beta.[/QUOTE] The only thing it has a chance of messing up is the configurations for mapping for Alien Swarm. And, because I don't think a lot of people do here, there shouldn't be any conflictions when the SDK comes out.
[QUOTE=simzboy;35483110]Will doing this screw anything up when the official SDK is released? I've always wondered that. I'll be sure to try this if I get the beta.[/QUOTE] Nobody complained when they went from the modified version of Alien Swarm SDK to the Portal 2 Authoring Tool, so I suppose not. Beside, it's two different programs, so I don't see how one should screw up the other.
Oh, alright. I just wanted to make sure because I remember how paranoid I was about doing something similar to this for the L4D authoring tools. :v:
[QUOTE=simzboy;35483182]Oh, alright. I just wanted to make sure because I remember how paranoid I was about doing something similar to this for the L4D authoring tools. :v:[/QUOTE] In the absolute worst case, delete local content and reinstall, but this won't screw anything up.
I included steps for creating a new configuration so it should leave alien swarm unchanged.
I'm guessing global lighting doesn't work with this method?
Don't think so. Problem is I don't know how they are doing it. Is it automatic with light_environment or a new entity or what. env_projectedtexture appears to work though. [IMG]http://img24.imageshack.us/img24/7332/2012040800006.jpg[/IMG]
Thank you! now remaking a famous map from css/cs1.6 to cs:go :D
[QUOTE=Jaxe42;35486178]Don't think so. Problem is I don't know how they are doing it. Is it automatic with light_environment or a new entity or what. env_projectedtexture appears to work though. [IMG]http://img24.imageshack.us/img24/7332/2012040800006.jpg[/IMG][/QUOTE] Try env_global_light.
Anyone willing to spare a key? LOL I have been camping on the website trying to find out when I can get one. I really think the global light is cool and want to play around with it. I have even started making a map for it. LOL anyways this is really cool. thanks for the tut!
[QUOTE=Legend286;35487052]Try env_global_light.[/QUOTE] Might be using the wrong settings but it doesn't appear to do anything. edit: No. Ignore that. It does work. It just doesn't work if you also have a light_enviroment. I edited the guide to remove the line where I said to remove swarm.fgd. If you removed it you can re-add it.
[QUOTE=Jaxe42;35487751]Might be using the wrong settings but it doesn't appear to do anything. edit: No. Ignore that. It does work. It just doesn't work if you also have a light_enviroment. I edited the guide to remove the line where I said to remove swarm.fgd. If you removed it you can re-add it.[/QUOTE] Good job on the guide, finally getting models to work. Why should we keep the swarm.fdg? Is there anything in it that we need to compile correctly for cs:go?
If you want to try env_global_light and some other newer entities you need swarm.fdg. Otherwise no, you don't need it. The shadows all seem a bit buggy anyway, I can't work it out.
env_global_light doesn't work in CS:GO. The cascaded shadow maps seem to work in custom maps only if you use mat_fullbright 1, for some reason.
Yeah all I can get is solid black shadows and I can't control the angle. Oh well. Have to wait for the real SDK.
[QUOTE=Jaxe42;35488475]Yeah all I can get is solid black shadows and I can't control the angle. Oh well. Have to wait for the real SDK.[/QUOTE] env_global_light is not meant for an FPS, its only purpose is for top down games like Alien Swarm and Dota 2. Anything else its just all around bad to use, the SDK documentation on it explains it all.
[QUOTE=HoodedSniper;35490413]env_global_light is not meant for an FPS, its only purpose is for top down games like Alien Swarm and Dota 2. Anything else its just all around bad to use, the SDK documentation on it explains it all.[/QUOTE] I thought maybe they use that in CS:GO, updated of course. But I guess not.
Anyone tried this: [url]https://developer.valvesoftware.com/wiki/Sunlight_shadow_control[/url]
Yes. It's weird and buggy.
[QUOTE=Jaxe42;35495065]Yes. It's weird and buggy.[/QUOTE] Pics?
Sorry for the bump, but whenever I attempt to compile, the compilation window doesn't even appear. When you hit compile and that window comes up showing the process, it doesn't come up for me. Then the external compiler I have to use leaked but I have checked several times over (I can't load the line file because the external compiler I have to resort to won't copy one) which leads me to believe that compiler is broken. It's also surrounded in a hollowed skybox just to stop leaks.
[QUOTE=WitheredGryphon;35562333]Sorry for the bump, but whenever I attempt to compile, the compilation window doesn't even appear. When you hit compile and that window comes up showing the process, it doesn't come up for me. Then the external compiler I have to use leaked but I have checked several times over (I can't load the line file because the external compiler I have to resort to won't copy one) which leads me to believe that compiler is broken. It's also surrounded in a hollowed skybox just to stop leaks.[/QUOTE] Did you remove -alldetail from the BSP commandline? [editline]Edited:[/editline] This took me a while to figure out what textures are used on the lake map, but yay. Maybe I'll be able to make something cool with this. [img]http://puu.sh/pwl8[/img]
[QUOTE=Legend286;35564349]Did you remove -alldetail from the BSP commandline? [editline]Edited:[/editline] This took me a while to figure out what textures are used on the lake map, but yay. Maybe I'll be able to make something cool with this. [img]http://puu.sh/pwl8[/img][/QUOTE] Yes, I removed the -alldetail. It compiled an 84.6kb with the external so I'm going to see if it worked at all. e: It didn't. e2: I managed to fix it. If you have this problem pm me.
It won't let me spawn info_player_start right?
Nevermind I did it wrong
For now I'm just mapping in dev textures, whenever the game comes out I'll just port it through hammer.
Because I recently found out that I wasn't the only one with the compilation issue: [b]Step 1:[/b] Navigate to the Alien Swarm bin, it should be located at C:\Program Files\Steam\steamapps\common\alien swarm\bin [b]Step 2:[/b] You're going to want to locate 3 files respectively all within that foldrer: vbsp.exe vvis.exe vrad.exe [b]Step 3:[/b] Move your .vmf file into this folder (in my CS:GO configurations I actually went ahead and changed my .vmf save path to this location so I wouldn't have to keep moving it, this is [b]optional[/b] though). [b]Step 4:[/b] Drag your .vmf onto the executables in [b][u]the following order[/u][/b]: .vmf -> vbsp.exe .vmf -> vvis.exe .vmf -> vrad.exe [b]Step 5:[/b] Drag your newly created .bsp into the CS:GO maps folder, and you are good to go.
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