Source 2/Docs/Level Design/Maps Workshop: Difference between revisions
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'''Notes:''' Any custom content archived in a .bsp will need to be extracted into the appropriate folders before importing. The import tool also requires a vmf, so if you only have a bsp for your map, you will need to decompile it to a .vmf. Finally, '''do not copy .vmf files to the above folder''' as it will confuse the import tool. | '''Notes:''' Any custom content archived in a .bsp will need to be extracted into the appropriate folders before importing. The import tool also requires a vmf, so if you only have a bsp for your map, you will need to decompile it to a .vmf. Finally, '''do not copy .vmf files to the above folder''' as it will confuse the import tool. | ||
==== Source Map Files ==== | |||
Your map files (.vmfs) can live anywhere outside of <nowiki>\counterstrike source 15\</nowiki> as long as they are in a <nowiki>\maps\</nowiki> folder. Any prefab or instance vmfs referenced by your map must be in whatever subfolder structure is expected by the map. For example: | |||
<nowiki>c:\mymapfolder\maps\mymap.vmf | |||
c:\mymapfolder\maps\prefabs\mymapprefab.vmf | |||
c:\mymapfolder\maps\instances\mymapinsstance.vmf</nowiki> | |||
==== Source Texture Files ==== | |||
If you have uncompressed source files for textures, (tga, psd, etc.) the import tool will try to use those when importing materials, otherwise it will fall back to converting and recompressing vtf files (which can decrease texture quality). For this to be successful, make sure your source files are in a mirrored location of the vtfs in <nowiki>\steam\steamapps\common\counterstrike source 15\csgo\materials\</nowiki> For example: | |||
<nowiki>c:\steam\steamapps\common\counterstrike source 15\csgo\materials\mymaterial\mytexture.vtf | |||
c:\mymapfolder\materials\mymaterial\mytexture.tga</nowiki> | |||
== [[Post Import Fixup steps]] == | == [[Post Import Fixup steps]] == |
Revision as of 16:52, 6 June 2023
Port maps and assets over to S2.
Import Tool Documentation
As part of CS2’s Workshop Tools, we have included a Python script for helping content creators to quickly port maps and assets over to S2. Before getting started there is some preparation work which must be done.
Prerequisites
Precompiled Content
Precompiled content (such as any custom vmt, vtf, mdl, etc.) must be located in the \steam\steamapps\common\counterstrike source 15\csgo folder. For example:
\steam\steamapps\common\counterstrike source 15\csgo\materials\ \steam\steamapps\common\counterstrike source 15\csgo\models\
Notes: Any custom content archived in a .bsp will need to be extracted into the appropriate folders before importing. The import tool also requires a vmf, so if you only have a bsp for your map, you will need to decompile it to a .vmf. Finally, do not copy .vmf files to the above folder as it will confuse the import tool.
Source Map Files
Your map files (.vmfs) can live anywhere outside of \counterstrike source 15\ as long as they are in a \maps\ folder. Any prefab or instance vmfs referenced by your map must be in whatever subfolder structure is expected by the map. For example:
c:\mymapfolder\maps\mymap.vmf c:\mymapfolder\maps\prefabs\mymapprefab.vmf c:\mymapfolder\maps\instances\mymapinsstance.vmf
Source Texture Files
If you have uncompressed source files for textures, (tga, psd, etc.) the import tool will try to use those when importing materials, otherwise it will fall back to converting and recompressing vtf files (which can decrease texture quality). For this to be successful, make sure your source files are in a mirrored location of the vtfs in \steam\steamapps\common\counterstrike source 15\csgo\materials\ For example:
c:\steam\steamapps\common\counterstrike source 15\csgo\materials\mymaterial\mytexture.vtf c:\mymapfolder\materials\mymaterial\mytexture.tga
Post Import Fixup steps
Tips for fixing skyboxes, cleaning up meshes and converting cubemaps.
Hammer Minimum Specs
Hammer now leverages GPU accelerated raytracing to both preview and bake lighting for CS2 maps, drastically speeding up compile times, even on lower end hardware. As such, a GPU capable of raytracing is now required for Hammer to be fully functional.
GPU Minimum Specs:
- Nvidia 2060Ti 6gb
- AMD 6600XT
GPU Recommended Specs:
- Nvidia 2080Ti+
- AMD 6800XT+