Mapping for CS:Source

Discuss specific custom maps as well as your own work. Seek and share mapping advice.
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Sputnik
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Mapping for CS:Source

Post by Sputnik »

Hi, well as my sig shows I'm trying to convert de_tain2 to source. Then if that works I'd like to re-do Blockwar too, as well as finish as_officestorm2 for Source...

Just so I know who to talk to about it, who has started mapping for Source? Any completed maps? :norty: I'm having trouble converting wads to materials, but I only started looking into Source mapping this lunchtime.....

The new Hammer seems to take up system resources more heavily than the old one too :( It's gonna be a much more painstaking process than in the good old days i'm sure.....
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Post by Bullet »

I got hold of quark with source support...and it didnt work properly as its only seems to be beta and i think im missing something.

so i tried VHE....and couldnt use it for ought! altho there are a fair few completed maps out there, im not liking the way that barrels/chairs etc dont seem to crouchable on, if you get onto them you sort of fall into them then are forced back out.

good luck with tain2, shall be fun to play some of the older maps with new things :eek: . any chance of tain after that lots done? ;)
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AG40k
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Post by AG40k »

Bullet wrote: im not liking the way that barrels/chairs etc dont seem to crouchable on, if you get onto them you sort of fall into them then are forced back out.

good luck with tain2, shall be fun to play some of the older maps with new things :eek: . any chance of tain after that lots done? ;)
i belive that is due to the phsyics engine limitations employed on the source multiplayer. There is a setting that would allow it truephysics 1 or some such thing.
At a guess all "sourced" objects are defualted to the mutiplayer setting.
That said im sure ive seen some maps were chain fences/barrels are static and can therefore be stood on, maybe its a diffrent file/object/whateveritisinmaps.

Spunk i DEMAND officestorm for source, despit the lack of vipness, im sure it could be adpated, with ur brilliant ability, into a decent de_map til lvalve figgure out how/remeber/cba to put vips in source.
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Post by Bullet »

AG40k wrote: Spunk i DEMAND
:eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek:
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-=Alex=-
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Re: Mapping for CS:Source

Post by -=Alex=- »

Sputnik wrote:who has started mapping for Source?
Wintermute started but then unfortunatly got pulled in by that evil WoW so he's the best one to ask abou using the sdk, I've had a try with it but as you said, it used up all of my graphics resources and took several minutes for things to appear on the screen :rolleyes:
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jamie
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Post by jamie »

Badgers mad a map too.
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subdude2k
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Post by subdude2k »

AG40k wrote:
Bullet wrote: im not liking the way that barrels/chairs etc dont seem to crouchable on, if you get onto them you sort of fall into them then are forced back out.

good luck with tain2, shall be fun to play some of the older maps with new things :eek: . any chance of tain after that lots done? ;)
i belive that is due to the phsyics engine limitations employed on the source multiplayer. There is a setting that would allow it truephysics 1 or some such thing.
There's sv_turbophysics which enables this. It puts a little more stress on
the server, but not too much. The only problem with turbophysics is that
it's buggy as hell which is, I think, why Valve haven't formally announced
it yet.

As it goes, Winter actually worked out a way to get around the horrible
bouncy physics that didn't need turbophysics enabled on a server. This
meant chairs you could properly crouch on and so on.

I can't remember how he did it though, but I think it involved clip brushes.
He'd need to explain though, as I don't know much about VHE.
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Sputnik
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Post by Sputnik »

Aye, clip brushes over the offending objects would do the trick I'm sure - make 'em work like they used to, even if they don't want to :) That said, I don't even know this problem as I've only just started playing HL2/CSS...

Well I've not got a chance to look again till tomorrow evening at the earliest so am still where i was yesterday afternoon - unable to get my tain2 textures working in the new Hammer :?

I'd love to do Officestorm again (maybe just updated with the OF2 textures, I dunno), as a CS map I guess if Source has taken out the AS maps (didn't know that, but it's a real shame as that was always my favourite).

Someone grab Wint from this WOW thing and get him back making maps :p
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Post by Wintermute »

Yes, I used clip brushes over the model (usually one or two, vaguely clipped to match the model volume to avoid too much 'air-sitting' ;) )

Glad to hear you're back on the map-making trail again Sput.
I have a few partially done maps I can can check for you if you need help on anything I've uncovered.

Been too busy with work/holidays/WoW-addiction to do anything lately but drop me a note if you hit a problem 'cos I read quite a bit on what's possible/feasible and some of it may have stuck.
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Post by Little Funk »

He's alive!!! :eek:
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-=Alex=-
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Post by -=Alex=- »

:clap: now everybodys accounted for



GET ON THE BLOODY SERVER :chow:
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ManBaps2
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Post by ManBaps2 »

i map, atm making 2fort for source :D


BTW if u use the barrels in c17 as prop_physics they work.
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