Setting up hammer for CSGO

Discussion for all Counter-Strike titles - csgo.joe.to
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func_?
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Setting up hammer for CSGO

Post by func_? » Tue May 20, 2014 7:47 pm

Hey all,
Haven't mapped for several years now but thought I'd start again since I just got CSGO. When I booted up SDK I found a bunch of error messages, but since the SDK is already configured for CSGO, should I just ignore it? It keeps saying that it's missing .vtf files. No idea what that is...

Some other questions:
1) Do mappers now upload all their maps onto the Valve Workshop?
2) Does anyone know any good tutorials for CSGO mapping?
3) How do I make custom textures? I never got the hang of it for 1.6 but hopefully everything is streamlined for CSGO.
4) How do I embed props/models that I got online? In 1.6 I had to .zip it along with the .map file. Bleah never really enjoyed mapping 1.6.
5) I seem to be missing a lot of textures as well. Do I have to unpack the textures from HL2/CSGO through GCFScape?
-War does not determine who is right, war determine who is left.
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func_?
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Re: Setting up hammer for CSGO

Post by func_? » Wed May 21, 2014 7:46 pm

Hello? (hears echo)
Oh.
-War does not determine who is right, war determine who is left.
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AMMO
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Re: Setting up hammer for CSGO

Post by AMMO » Wed May 21, 2014 8:34 pm

func_? wrote:Hey all,
Haven't mapped for several years now but thought I'd start again since I just got CSGO. When I booted up SDK I found a bunch of error messages, but since the SDK is already configured for CSGO, should I just ignore it? It keeps saying that it's missing .vtf files. No idea what that is...

Some other questions:
1) Do mappers now upload all their maps onto the Valve Workshop?
2) Does anyone know any good tutorials for CSGO mapping?
3) How do I make custom textures? I never got the hang of it for 1.6 but hopefully everything is streamlined for CSGO.
4) How do I embed props/models that I got online? In 1.6 I had to .zip it along with the .map file. Bleah never really enjoyed mapping 1.6.
5) I seem to be missing a lot of textures as well. Do I have to unpack the textures from HL2/CSGO through GCFScape?
I just ignore all the errors Hammer gives. They don't seem to affect anything for me.

1) Yes, that seems to be the new way of doing things.
2) It's basically the same as mapping for any Source game, just some entities are different.
3) Convert an image into a vtf and make a vmt file to go with it. Bspzip them into your map.
4) Bspzip your models too, I would imagine. (Never used custom models before)
5) Are you talking about the errors in Hammer's message box or in the texture browser? If you're not seeing any missing textures in the browser I'd say you're good to go.
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func_?
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Re: Setting up hammer for CSGO

Post by func_? » Thu May 22, 2014 2:50 am

Right. Everything seems OK for now. You don't have to use GCFScape for CSGO right?
-War does not determine who is right, war determine who is left.
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AMMO
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Re: Setting up hammer for CSGO

Post by AMMO » Thu May 22, 2014 8:32 pm

func_? wrote:Right. Everything seems OK for now. You don't have to use GCFScape for CSGO right?
No reason that I can see.

I don't even think it uses GCFs anymore.
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KoD
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Re: Setting up hammer for CSGO

Post by KoD » Fri May 23, 2014 12:57 pm

I believe they changed the formatting to .vpk which involves several "packs"
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func_?
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Re: Setting up hammer for CSGO

Post by func_? » Sat May 24, 2014 11:00 pm

Another quick question. Is it possible to hide all props/non-entity objects with a few clicks of a button? I'm trying to see how some triggers/entities work.
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NIPPER
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Re: Setting up hammer for CSGO

Post by NIPPER » Mon May 26, 2014 1:12 pm

yeah that's what the VisGroups panel does
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