Jump to content

? servers

? players online

SG Map Importer for CS:GO

Recommended Posts


  • Content Count:  540
  • Joined:  03/25/12
  • Status:  Offline

Porting maps consist of decompiling the bsp file and taking all necessary custom files and putting them were they belong. Then retexturing the map and fixing things that may have broke. Sometimes maps have a decompile blocker which doesn't allow us to port them seeing as it is pretty much copyright. Then compiling the map at the end is also a very boring and cpu consuming task

Link to comment

  • Content Count:  540
  • Joined:  03/25/12
  • Status:  Offline

Porting over mg_backalley_run Hitting some speed bumps along the way (There isn't explosive barrels in GO...) but stably overcoming the issues (not really). Should be done tomorrow seeing as its a very easy port.

 

82F41C1956A772F31E91A19CE9D0B48D1045A537

Link to comment

  • Content Count:  2947
  • Joined:  06/07/10
  • Status:  Offline

Porting over mg_backalley_run Hitting some speed bumps along the way (There isn't explosive barrels in GO...) but stably overcoming the issues (not really). Should be done tomorrow seeing as its a very easy port.

 

Nice I forgot that map, and change you could port mg_invisiblemen ???

@AL3X

 

http://css.gamebanana.com/maps/132035

Link to comment

  • Content Count:  540
  • Joined:  03/25/12
  • Status:  Offline

Alright so here's the "finished version" that is currently under very small renovation (I'm trying to see if theres another way that is much painless than the way I currently had to do it (93 barrels = 93 renames of 3 different parents for explostions, sounds etc.

 

FbNZ2uL.jpg

ASNeMWE.jpg

fziW0eg.jpg

 

 

I thought I'd throw this cool effect screenshot in that I have been using (env_steam & sound)

 

8mAQ1Xg.jpg

 

 

 

 

Map wasn't too hard to port other than the barrels.

  • Like 2
Link to comment

  • Content Count:  540
  • Joined:  03/25/12
  • Status:  Offline

I've never compiled models before... It is something completely new to me. I was trying to see if there was a way I can make them without compiling it since punky wasn't here to teach me. I also don't own source (IDK if that even has anything to do with that) but I'll ask Punky when he's online today to teach me how to compile them. This is how I currently created the explosive barrels:

env_steam, env_explosion and ambient_generic.

 

e2c10f67fe85c9f9ec0cc8fdca2912f2.png

 

 

The only issue with this is that for every barrel, I need to make new names for all 3 of the entitys. If I don't, if someone shoots 1 barrel, all of them explode. I also have to make the barrels touch to explode as well seeing as that isn't working either. I guess recompiling the model is what I should do. Thanks

Link to comment

  • Content Count:  11725
  • Joined:  09/17/08
  • Status:  Offline

Alright so here's the "finished version" that is currently under very small renovation (I'm trying to see if theres another way that is much painless than the way I currently had to do it (93 barrels = 93 renames of 3 different parents for explostions, sounds etc.

 

FbNZ2uL.jpg

ASNeMWE.jpg

fziW0eg.jpg

 

 

I thought I'd throw this cool effect screenshot in that I have been using (env_steam & sound)

 

8mAQ1Xg.jpg

 

 

 

 

Map wasn't too hard to port other than the barrels.

 

448.jpg

Link to comment

Reply to Thread

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...