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?
Setting up hammer for CSGO
- func_?
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Setting up hammer for CSGO
-War does not determine who is right, war determine who is left.
- func_?
- Posts: 337
- Joined: Wed Feb 21, 2007 4:19 am
- Location: HK
Re: Setting up hammer for CSGO
Hello? (hears echo)
Oh.
Oh.
-War does not determine who is right, war determine who is left.
- AMMO
- Posts: 3217
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Re: Setting up hammer for CSGO
I just ignore all the errors Hammer gives. They don't seem to affect anything for me.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?
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.
- func_?
- Posts: 337
- Joined: Wed Feb 21, 2007 4:19 am
- Location: HK
Re: Setting up hammer for CSGO
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.
- AMMO
- Posts: 3217
- Joined: Fri Apr 06, 2007 11:35 pm
- Location: The Belafonte
Re: Setting up hammer for CSGO
No reason that I can see.func_? wrote:Right. Everything seems OK for now. You don't have to use GCFScape for CSGO right?
I don't even think it uses GCFs anymore.
- KoD
- KoD [@at] joe . to
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Re: Setting up hammer for CSGO
I believe they changed the formatting to .vpk which involves several "packs"
- func_?
- Posts: 337
- Joined: Wed Feb 21, 2007 4:19 am
- Location: HK
Re: Setting up hammer for CSGO
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.
-War does not determine who is right, war determine who is left.
- NIPPER
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Re: Setting up hammer for CSGO
yeah that's what the VisGroups panel does