Here are some complimentary guidance for avoiding pitfalls and solving some problems that might arise. Due to character limit, I had to split this up into two comments. See replies. # Regarding the ray tracing requirement You CAN, at the time of writing, FULLY COMPILE your map without a ray tracing-capable graphics card! I will explain this in the next chapter, but first: how can you know for sure that your GPU is not ray tracing capable and it's not just some error in the editor? According to unreliable sources (but it's the best I have), all Nvidia graphics cards with "RTX" (not "GTX") in the name have the ray tracing feature. Not sure about AMD. Valve provided these Hammer GPU spec requirements in June 2023: • Nvidia RTX 2060 6 GB (2080 Ti+ recommended) • AMD RX 6600XT (6800XT+ recommended) ## How do you compile without a ray tracing GPU? You can use the Valve's CPU renderer to render with your CPU instead of GPU by using command line. CPU rendering is however deprecated and might not work forever. To complie, follow "How to test run the map at any point (CPU method)" further down this comment. You will of course not be able to view the map with ray tracing directly in Hammer. Also, I read that some specific emitters(I think?) might not work. So don't use those, I guess, I dunno, they aren't in the video. # How to test run the map at any point (normal method) 1. Follow along with the video up to at least 4:30 and you can pause there. 2. If you have already placed out spawn points, skip to step 7. 3. Entity tool (Shift+E)>Counter Terrorist Spawn Point 4. Click on floor to place. 5. Translate tool (T). 6. In object mode (5), click the counter terrorist, drag the blue arrow up to pull him up into the air. He won't spawn in the air, but if you don't do this, he might get stuck in the floor or something. 7. Save. 8. F9 or File>Build map... 9. Select a preset. "Final compile" takes the longest time and has the best lighting. 10. Hit "Build". 11. When you're done testing, know that if you shut down the game, Hammer and Workshop Tools will also close. Probably better to first close Hammer, then shut down the game from the "Tools" menu in the top-right corner of the the Workshop Tools window. # How to test run the map at any point (CPU method) TLDR for pros: F9, select preset, in the same window: Settings>Command Line, copy the command, paste into cmd.exe but add " -lightmapcpu" before "- threads" and change the outroot path at the end of that command to "[full-path-to-game-folder]\game", hit enter, wait, when finished: go back to the Build window in Hammer, hit "Run (Skip Build)". Optionally, build cubemaps with console command "buildcubemaps". 1. Follow the normal [GPU] method above, _up to and including step 8_, and then come back here. 2. Select a preset. "Final compile" takes the longest time and has the best lighting, but it might take a many hours to complete with CPU rendering. "Full Compile" takes just a few minutes for me. I haven't tried any presets besides those two. 3. Don't change anything, but expand "Settings" by clicking the plus next to it (if it's not already expanded). 4. Expand "Command Line" (not "Console Commands"). 5. Select and copy the text there. 6. Open Notepad or something. Doesn't matter what program. 7. Paste. 8. Before "- threads", enter " -lightmapcpu" (without my quotation marks). 9. Open Steam and right-click on Counter-Strike 2. 10. Properties>Installed Files>Browse. 11. In the Explorer window that should have now opened, click on an empty space on the bar that shows the path to the folder you're in (or it might only say the name of the folder) close to the top. This should turn it into a text field with a path. Copy the path, then close this Explorer window. 12. Go back to Notepad or where you pasted the command earlier. 13. At the END of the text string there should be a folder path within quotation marks. Remove the path text. 14. Paste. 15. Type "\game" (without my quotation marks). 16. Select everything and copy. 17. If you're on Windows, open up a command prompt by opening the Start menu, type "cmd" (without quotation marks) and open Command Prompt. If you are on Linx, I guess use Terminal. 18. If the path that appears in the command line is _not_ on the same drive as you have installed CS2, then type the correct drive letter followed by a colon and then hit enter. If it is already the correct drive, move on to the next step. 19. Paste via right-clicking. Then hit Enter. 20. Wait until it's done. You can close Hammer and Workshop Tools if you want, but it's not necessary. Not sure if it's safe to keep working on the same map file while it's compiling though. 21. If it says "CDataModel: 20 elements left in memory!!!" and "Leaking 20 elements", I think that's fine... but don't blame me if something bad happens with your computer. 22. Go back to Hammer and hit "Run ( Skip Build )" in the Build Map window that we opened before. The map should load in the already open game window. If it can't find the map, then you probably entered the directory path in the CMD command incorrectly, review that. 23. If you want to give cubemap reflections to your map, open the game's console/VConsole (google if you don't know how), type "buildcubemaps" and hit Enter. You (probably) need to have added env_combined_light_probe_volume first, as shown in the video. If cubemaps still don't work, try "Preview Baked Lighting">"Bake All Cubemaps" in Hammer, then recompile and build cubemaps again. 24. When you're done testing, know that if you shut down the game, Hammer and Workshop Tools will also close. Probably better to first close Hammer, then shut down the game from the "Tools" menu in the top-right corner of the the Workshop Tools window. # Installing the tools* (as of October 2023) 1. Right-click Counter-Strike 2 in Steam and select "Properties". 2. Go to DLC and tick "Counter-Strike 2 Workshop Tools". 3. Counter-Strike 2 will update and install the tools. If it doesn't update, run Counter-Strike 2. (continued in reply)
# Complimentary guidance for specific points in the video 2:20 Regarding layouts: To move the 3D camera, click the 3D viewscreen, and then move with WASD, and to turn, hold the right mouse button while moving the mouse. Adjust 3D camera flying speed with the scroll wheel while flying. To move the map around in 2D view, hold right mouse button and drag. 3:32 Please, for the love of GOD, spare yourself some pain later on by making sure you have SNAPPING enabled. The buttons to toggle that are just next to where you change the grid size. Make sure the first, second and third snapping buttons have orange outlines. You can turn it off temporarily when placing props and entities later on, if you want. 3:41 "You can change the mesh's shape and size after placing it in the world" If you accidentally deselect the block, you need to select it with the Select tool (hotkey S) in Object (hotkey 5) mode (these things are explained later in the video). In general, whenever you cannot resize, move, duplicate, or select something, you're likely on the wrong tool without realizing it. At least that's happened to me a thousand times. Note that he changes grid size to 64 to make that finer adjustment to the shape. Set the height of the block to the same as in the video, this will make it easier to follow the tutorial. 3:57 "In Hammer, 1 unit = 1 inch": You can see measurements (in units) of whatever you have selected by reading the floating text around it. When you create new blocks, the measurements will match your grid size. 4:06 "Shift + 1-5" Use 1, 2, 3, 4, 5 and 6 to switch manipulation mode. Not Shift. Holding Shift and pressing the numbers does... something that I do not understand yet. Absolutely use the hotkeys for this, do not use the interface buttons. The same goes for the tools (especially Q, T, R, E, Insert). If you forget the hotkeys, hover over the UI button and read the tooltip. 4:31 Regarding window lighting modes: Some of these are only available with a realtime ray tracing capable GPU. 11:06 Regarding omni light entities: Reminder: Ctrl+O hides and unhides lights and other editor-only entities. Know that you can toggle the outlines and viewscreen adjustment handles with the "Show helpers" button right after word "View:" in the top toolbar. Or Ctrl+Shift+H. In case you accidentally toggle them off. 12:21 "With the entire mesh selected" This means you click anywhere on a surface and it will select everything connected to it. It treats the whole thing as an object. After switching to the clipping tool (Shift+X), set the Keep Mode to "Keep Back" in the tool properties, as seen in the video. 12:30 On mirroring the mesh: Mirroring also works on the object(s) you have selected, so make sure you have the entire mesh selected (I managed to unselect it and got confused and frustrated with it not working). Perhaps obvious, but draw the line on the same spot where he draws it in the video. 14:48 "These lights in the hallways needs to be adjusted". I thought this part of the video was unclear, so here is a clarification: 1. Experiment with the Hide and Unhide keyboard shortcuts. 2. Select one of the LIGHT MODELS only (lamp, not omni light). 3. Ctrl+Alt+O. 4. Right-click, Selected objects>Replace Objects With Instances. 5. HIDE them with H (will make things easier). 6. Select one of the OMNI LIGHT ENTITIES only. 7. Ctrl+Alt+O. 8. Deselect one of the lights. 9. Delete. 10. Select the remaining omni light entity. 11. Ctrl+X. 12. Press U to unhide the light models/instances. 13. Double click a light instance. 14. Ctrl+Shift+V. 15. Select an omni light in this instance editor. 16. Edit the light and all of the instanced lights will be adjusted at the same time. 17. Click the blue map name tab to exit out of the instance editor. 19:41 Regarding Combined Light Probe Cubemaps: Whenever you want to go back and edit the size of the blue "block", use the Select tool (Q). If you find that you cannot resize it beyond a certain point, it's because you need to move the cubemap origin (Insert). 21:53 Regarding the post_processing_volume entity: I couldn't find default.vmap. But I did find toolscene_default.vmap, which had the entity. Go to the Asset Browser (the main window that opens before you open Hammer), search for default.vmap and double click it to open the map in Hammer. The model is a bit larger than on default.vmap, not that it matters. 22:14 Regarding environment sound entities: Make sure you have "Show helpers" enabled to see the radius visualization. It's the button right after word "View:" in the top toolbar. Or Ctrl+Shift+H. 22:26 "There is a variety of sound events you can open and reference, and even listen to, in the editor." To get any working sound events to show up, I had to go to the Asset Browser (the main window that opens before you open Hammer), search up soundevents_addon.vsndevts, right-click it and choose "Reload". 22:57 Regarding playing the map: If you want to play the map normally, outside the Workshop tools, here's how to do it (October 2023): 1. Exit Hammer and Workshop tools. 2. Copy the VPK file (see 22:57) into Counter Strike Global Offensive\game\csgo\maps Be sure to follow this step precisely, as it is easy to go to the wrong folder. 3. Add -insecure as a Launch Option in the Counter-Strike 2 properties window in Steam. 4. (optional) If you instead want a desktop shortcut and not change launch options: make a copy of your shortcut to Steam. Rename it to "Counter-Strike 2 (insecure)" (or whatever). Then right-click the new shortcut, select Properties. Add " -applaunch 730 -insecure" (without my quotation marks) to the end of the "Target" field. Click "Change Icon..." and select cs2.exe inside steamapps\common\Counter-Strike Global Offensive\game\bin\win64. Click "OK". Click "OK" again. 5. Launch Counter-Strike 2. 6. (optional) Open console (google if you don't know how) and change bot difficulty with the command "bot_difficulty" . 0 = Harmless, 5 = Expert. 7. (optional) Quick and dirty way: Open console and enter "map [testmap01]". Admin console commands won't work. 8. Play>Practice 9. Select game mode and pick any map. 10. Once it has finished loading, Open console (google if you don't know how). 11. Type "map testmap01" and hit Enter. 12. (optional) If you picked Casual or Deathmatch, add more bots with the command "bot_add". 13. (optional) Get rid of the bots with the command "bot_kick". # Final words Everything mentioned are things that either I personally had problems with (but managed to overcome), or that I think others (not everyone) are likely to have problems with. Thanks a lot Eagle One. This video helps many people. You have spent a lot of time and effort into this. Tell me if there is anything I should change or add.
Thank you for taking the time to write an in-depth follow up to the tutorial video! It really shows the amount of detail and effort you took to help explain anything to those who may have gotten lost or confused. Much appreciated
@@AlleyKatPr0 I guess I made it look more complex than it really is, but it was the expense of making it very noob friendly. You cannot run the map from the camera position (afik), unlike Unreal engine or whatever you kids are used to these days. I suppose you didn't read the relevant parts of my comment. It literally only takes about five seconds of interaction to run the map, then you have to let it compile and load for a few minutes (depending on how fast your computer is). And setting up a map that is runnable probably takes 3 minutes once you get the hang of it.
Don't misunderstand my intentions, I simply do not have any intention of trying to run the hammer tool for level design as it is flawed, illogical and needs a radical change to be of any use to a level designer. 1) Cannot test a level inside of a level editor = waste of time. 2) Cannot test a line of sight in playable mode unless waiting for 3 minutes for something which was purely a spurious choice of geometric alteration = waste of time. 3) Once a change is made and has been compiled (for some reason) then one has to run the map in a test mode with bots, just to check a line of sight = waste of time. The other alternative I have come to is to create a basic project file in UE5, with the same movement speed, FOV and simply do the level design there, then, import the damn thing into 'hammer' using FBX import. Only problem with that is that although the process of level design is faster, the utterly nutty way that hamer works with fbx files makes UV's ugly as hell and, CS2 works better with displacements, from the limited testing I have done. On another point about hammer in general terms...why is that hammer requires you to tell it what you are going to click on before you click on it? SURELY, if I am to manipulate a edge, face or vertex...hammer should just let me click on it and manipulate it? Why must I click two buttons? Once to say 'ok hammer, I am now about to click on a vertex - please tell the vertices present in my FOV to prepare for my arrival in 3, 2, 1...' and then again to actually select the thing I want to click on. The amount of times I clicked a face and could not understand why the 'engine' did not let me pull the face in a direction, or, present me with a widget tool to pull the face in world or local space...just insane. When I click on a face, I expect it to understand that I have clicked on it and allow me to do what I am trying to do, but it has some sort of personality antithetical to level design. Terrible level tool, very poorly laid out with a junk UI. There must be a way to access the SDK and change this whole pile of nonsense through code, because this is just...I mean this cannot be right. This cannot be the way they expect a competent level design tool to work. @@starlight_garden
Just curious, is S&box still in the 'utter garbage' stage? or is it starting to become something worthy of the name & legacy? i heard some things from a bunch of old Garry's Mod community folks a while ago that were pretty bad... :(
Sooooo happy to see Eagle one cover CS2 mapping. Your source 2 crash course for Alyx was superb. I remember asking for help on the discord for something, and one of you on the team gave me a detailed breakdown of what I needed to do! Super cool!
I just wanted to honestly say thank you. i love making maps for source 1 and felt lost loading up the new software. this video taught me so much of the necessary foundations for source 2 i followed all your instructions step by step and its very easy to learn the way you've explained i cant wait to see where this goes being able to see the keyboard and mouse button strokes was amazingly helpful aswell
I have never paused a video so many times 😂 Super instructive! I finally got access yesterday so beginning to go back over your video again but with a notepad this time 🤓👍
Thank you very much ! I was used to hammer for CS:GO and your tutorial helped me take a good start for CS2's hammer ! Very clear tutorial even if there's some error here and there by example at 21:53 To get post processing volume we can just do a small cube (16x16x16) and Right Click > Selected Meshes > Tie to entity and from then we can change the class to post_processing_volume
I'm happy to know that the old S2 material still works! With the release of this series you should be able to transfer all the knowledge and apply the new features quickly!
Woah, coming from Source 1 Hammer to Source 2 Hammer is really weird! I've always loved the Hammer editor because making levels in Blender and Maya were just not as intuitive and easy as Hammer was. Despite that, Hammer was REALLY OUTDATED, there were so many QOL features that were missing that other contemporary level editors had. It's baffling to think how certain CSGO maps were made to look so good in Source 1 Hammer, those mappers must have had monk-like patience. Now, we are blessed to have Source 2 Hammer because combines the best of Source 1 Hammer and the best of modern 3D modeling software. I'm excited to see what people make with it! Thanks for the tutorial!
Keeping up the great work as always, empowering the Source 2 communities. I think I speak on behalf of all developers and players in the Source 2 community, thanks man and keep it up!
incredible tutorial, clear, concise, and everything to get you started. I can't believe Hammer now. I remember making a map in Hammer in 2013 and it drove me nuts making simple shapes, the NoDraw textures, etc. This is so easy and intuitive to use, and the map lighting is incredible.
Awesome. Thanks so much. I’ve only had access to the Alyx tools, and have followed through your excellently in-depth series of tutorials for Source 2 at that point. This is a fantastic peek at what’s about to happen! I can’t wait!
I got a little confused with so much information, haha, but I'm just starting in this, and I came across these videos that are very helpful. My congratulations to the creators of this useful information
A few of the shortcuts shown are wrong too. does not help. At 7:06... when moving the edges it drags the top part of line too.. how has he disconnected the smaller edges to drag seamlessly
@@gli7chy I agree with your point, but the current structure is strong. It provides straight to the point knowledge to people with more experience. No pain no gain tho, I think this video should be seen as a tool and be used to grind towards being a better level designer with Source2
if youre like me rewatching over and over not understanding how they were able to extrude the face while yours just pulls it holding SHIFT while moving the face automatically makes a loop cut at the initial point and does an as expected extrusion
Thank you for making this tutorial. Being essentially a noob, this was a lot to take in in 25 minutes and I feel like you could do a whole series on very simple things for us noobs, like what are the different modes in Hammer, how to compile, how to add new entities and textures etc. I paused and re-watched sections of this video at least 10 times trying to understand what you were doing by watching the keyboard and mouse graphics. Thanks for adding those. I cant wait to get more into this. Thanks again.
around 6:30 in the extruding faces part, you say to hold shift + t to extrude only the one face but shift + t also changes it to the material that I have selected, so everytime I extrude a face with a different material selected it changes it. Yours is also a different material yet you aren't changing the face when you hit shift + t? Not sure what I'm doing wrong
7:08: For anyone having the pivot point snapping back, change to world space axis by clicking the earth icon in the Editing Settings section of the toolbar.
OMG coming from Hammer 3.4 and 3.5 and seeing this now, i can't believe how GOOD it is to create things. It changed by a lot, feels like a totally different app.
I've been waiting for a tutorial video for a long time because I don't know about new workshop tools. but i was sad that no one shared it. nice video, thank you as a community.
Hey, every time I try to compile any map, even the default included ones, it fails, with an error message saying accessviolation and an error code 1073741819, ive looked online and no one seems to have found any solution, do you know of any thing i could try?
wtf. this just outright blows nearly every csgo mapping tutorial out of the water. how fast, damn. every csgo tut would be 3 hours long with this much content. awesome stuff! hope my blender skillz will show. valve release!
@@eagleonedevelopmentteam849 np good content deserves a thumbs up. many people doesnt see the work behind it. editing, writing, coming up with a plan and such. and ofc its counter strike, right? source 2s hammer is such a step up from hammer++ (godsend while it lasted) we are used too. :)
I work with Unreal and having been eager to take a look at Hammer since Alyx released, when people started sharing gifs of the editor workflow. I followed along and I've been blown away. It feels like I've been in the stone age, level design-wise. I hope more tutorials are in the works.
@@eagleonedevelopmentteam849 Can you show how to import or own custom models and textures? Like If I have model sheet to use as reference or a mesh blockout built somewhere else as a starting point.
Hello! I'm used to blender. I have a good workflow there. I'm really struggling with changing the key bindings in the new hammer, just simple things like pan view, zoom etc. It is not really intuitive for me here. I can't change the bindings inside hammer, and when changing in the config it doesn't really work. Any suggestions or configs to download? Thanks
2 critiques to an otherwise PERFECT tutorial - Music in the background makes it impossible to play your own music while watching this great tutorial - Your voice takes are recorded in different volumes (and rooms/locations it sound like) which makes it harder to listen to. It could also help to compress / normalise it to make it be constant That being said, you did an amazing job with this!
Thanks for the feedback! I'm in a conundrum as the music is used to mask the voice over audio background noise and make it seem smoother, but it becomes at the level where you can't enjoy your own music. Any suggestions?
wow. So much information. Im going to have to slowly do everything a few times just to get it down and replicate something similiar to learn. This was an amazing video. New follower!
@@eagleonedevelopmentteam849 very much. I joined your discord channel as well and have been trying to learn how to map again. Ive only dabbled but have so much to learn. I am working on a project that has a similar layout structure of de_Prodigy. I will definitely reach out to you and the community and take each step in this video and break it down to learn. You really put a TON of knowledge into this and I am very thankful for it. Can't wait to chat with everyone in discord and be a part of your community. Thank you again!
hi! How did u allow the bots to spawn??? I have when setting info_player_start appears only player and bots thought bot_add do not appear. I will be glad if u answer😁😁
8.21 in and already mouth wide open at how powerful this is for arches and detail compared to old style mapping. Cant wait to develop the next Dust 2 killer... HAHAHA!!!!!!!!!!!
I'm a professional Level Designer who has worked on strictly Unreal/Unity games and I've never touched Hammer. I'm trying to get into it to make some small projects on the side and this video has shown me how strong this editor is. It's really well made and super comprehensive. Thanks for all your hard work making this!
I have to say Oh my LORD this is sooooooo much better than Hammer for HL2/CSGO. We've finally just got straight up modelling tools inside the editor now! Can't wait to make my first map!
thank you. i spent an hour when i had no internet trying to figure out how to make a room from a block. i knew it was simple in s2 but i couldnt find it :D
when i try to make a hallway by edge cut like you entire wall just bend to the end of the moved cut can you tell my what did i do wrong is it some option i could mistakely turn on or what ( same after slice)
Cool tutorial, been very helpful thank you :) The post_processing_volume is a mesh, so you need to create a mesh first, then turn it into the post_processing_volume entity
Absolute banger of a video. Now chop it up and make like a million tiktok hammer tips! Also I'm planning on showing my friends this video to get them into mapping.
Appreciate the suggestions I might look into those! Hope that this inspires you all - if you need Source 2 access I can give you guys S&box keys to practice. Just hop on to discord and DM me for them
ive said wow so many times watching this and coming off as a gmod mapper, I definitely see a huge upgrade of qol features in S2 than in S1 being pain in my ass
Been mapping since CS 1.6 - seeing a Hammer that lets you manipulate separate faces, see real-time lighting and just isn't actively fighting against you almost makes me feel like something is missing in my process. Gonna need some time to overcome a decade of trauma. Great video btw, lots of info, key press display and explanations about general and CS-specific functionality instead of "uhhh click here press there" average YT tutorial.
You made this looking so easy! For me you sound like Einstein is talking, so many information in this video. Good explanations, great video! Enjoyed watching it.
21:53 To get post processing volume you need to do a small cube (16x16x16) and Right Click > Selected Meshes > Tie to entity From then you can change the class to post_processing_volume
Great Tutorial, just think it needs to slow down slightly and get the info more accurate for new comers. Thanks though, will follow as a old skool Worldcraft user.
Hey man,. nice tutorial, the main question if i export is as .fbx and put in ue5, the collisions are somehow convex and they should be concave, is there some way to export collisions data from hammer editor?
Hello ! I'm new at mapping and I encoutered a problem while putting some soundscapes into my cs 2 map. It says "unable to fine manifest "soundevents/soundevents_manifest.vrman" which is required, please investigate !". Any ideas of how to fix it ? Also thanks for the tutorial ! It was really helpful !!
at around 6:30 when i extrude the face the walls on both sides move with the hallway? the already existing walls in the room i mean, they move with the hallway at an angle
@@eagleonedevelopmentteam849 ah I see where my issue was, I presse shift+T to try and get into transform mode, but that applied the texture of course... thanks for the quick reply, now i can get back to making the map of all time.
1:40 AFAIK Half-Life Alyx still can use your processor to generate lightmaps. Would it theoretically be possible to build your map for CS:2 and then use the HL:A lightmapper on it?
5:52 I don't understand the Align to Grid part. "By clicking 'Align to Grid', use each of these squares to eyeball every eight-Hammer-units." Clarify, what do do [edit: sorry, was supposed to be "to do", not "do do"] after clicking the 'Align to Grid' button?
It will align the material to the grid. This particular dev material is set up so that if you do this operation, each segment or block is exactly 8 units apart
So it's: double-click a surface, ctrl+click ceiling and floor, press "align to grid" button. Correct? Am I supposed to see any difference before and after? And does it matter what my grid size is set to for this operation? @@eagleonedevelopmentteam849
Here are some complimentary guidance for avoiding pitfalls and solving some problems that might arise.
Due to character limit, I had to split this up into two comments. See replies.
# Regarding the ray tracing requirement
You CAN, at the time of writing, FULLY COMPILE your map without a ray tracing-capable graphics card!
I will explain this in the next chapter, but first: how can you know for sure that your GPU is not ray tracing capable and it's not just some error in the editor? According to unreliable sources (but it's the best I have), all Nvidia graphics cards with "RTX" (not "GTX") in the name have the ray tracing feature. Not sure about AMD.
Valve provided these Hammer GPU spec requirements in June 2023:
• Nvidia RTX 2060 6 GB (2080 Ti+ recommended)
• AMD RX 6600XT (6800XT+ recommended)
## How do you compile without a ray tracing GPU?
You can use the Valve's CPU renderer to render with your CPU instead of GPU by using command line. CPU rendering is however deprecated and might not work forever. To complie, follow "How to test run the map at any point (CPU method)" further down this comment.
You will of course not be able to view the map with ray tracing directly in Hammer. Also, I read that some specific emitters(I think?) might not work. So don't use those, I guess, I dunno, they aren't in the video.
# How to test run the map at any point (normal method)
1. Follow along with the video up to at least 4:30 and you can pause there.
2. If you have already placed out spawn points, skip to step 7.
3. Entity tool (Shift+E)>Counter Terrorist Spawn Point
4. Click on floor to place.
5. Translate tool (T).
6. In object mode (5), click the counter terrorist, drag the blue arrow up to pull him up into the air. He won't spawn in the air, but if you don't do this, he might get stuck in the floor or something.
7. Save.
8. F9 or File>Build map...
9. Select a preset. "Final compile" takes the longest time and has the best lighting.
10. Hit "Build".
11. When you're done testing, know that if you shut down the game, Hammer and Workshop Tools will also close. Probably better to first close Hammer, then shut down the game from the "Tools" menu in the top-right corner of the the Workshop Tools window.
# How to test run the map at any point (CPU method)
TLDR for pros: F9, select preset, in the same window: Settings>Command Line, copy the command, paste into cmd.exe but add " -lightmapcpu" before
"- threads" and change the outroot path at the end of that command to "[full-path-to-game-folder]\game", hit enter, wait, when finished: go back to the Build window in Hammer, hit "Run (Skip Build)". Optionally, build cubemaps with console command "buildcubemaps".
1. Follow the normal [GPU] method above, _up to and including step 8_, and then come back here.
2. Select a preset. "Final compile" takes the longest time and has the best lighting, but it might take a many hours to complete with CPU rendering. "Full Compile" takes just a few minutes for me. I haven't tried any presets besides those two.
3. Don't change anything, but expand "Settings" by clicking the plus next to it (if it's not already expanded).
4. Expand "Command Line" (not "Console Commands").
5. Select and copy the text there.
6. Open Notepad or something. Doesn't matter what program.
7. Paste.
8. Before "- threads", enter " -lightmapcpu" (without my quotation marks).
9. Open Steam and right-click on Counter-Strike 2.
10. Properties>Installed Files>Browse.
11. In the Explorer window that should have now opened, click on an empty space on the bar that shows the path to the folder you're in (or it might only say the name of the folder) close to the top. This should turn it into a text field with a path. Copy the path, then close this Explorer window.
12. Go back to Notepad or where you pasted the command earlier.
13. At the END of the text string there should be a folder path within quotation marks. Remove the path text.
14. Paste.
15. Type "\game" (without my quotation marks).
16. Select everything and copy.
17. If you're on Windows, open up a command prompt by opening the Start menu, type "cmd" (without quotation marks) and open Command Prompt. If you are on Linx, I guess use Terminal.
18. If the path that appears in the command line is _not_ on the same drive as you have installed CS2, then type the correct drive letter followed by a colon and then hit enter. If it is already the correct drive, move on to the next step.
19. Paste via right-clicking. Then hit Enter.
20. Wait until it's done. You can close Hammer and Workshop Tools if you want, but it's not necessary. Not sure if it's safe to keep working on the same map file while it's compiling though.
21. If it says "CDataModel: 20 elements left in memory!!!" and "Leaking 20 elements", I think that's fine... but don't blame me if something bad happens with your computer.
22. Go back to Hammer and hit "Run ( Skip Build )" in the Build Map window that we opened before. The map should load in the already open game window. If it can't find the map, then you probably entered the directory path in the CMD command incorrectly, review that.
23. If you want to give cubemap reflections to your map, open the game's console/VConsole (google if you don't know how), type "buildcubemaps" and hit Enter. You (probably) need to have added env_combined_light_probe_volume first, as shown in the video. If cubemaps still don't work, try "Preview Baked Lighting">"Bake All Cubemaps" in Hammer, then recompile and build cubemaps again.
24. When you're done testing, know that if you shut down the game, Hammer and Workshop Tools will also close. Probably better to first close Hammer, then shut down the game from the "Tools" menu in the top-right corner of the the Workshop Tools window.
# Installing the tools* (as of October 2023)
1. Right-click Counter-Strike 2 in Steam and select "Properties".
2. Go to DLC and tick "Counter-Strike 2 Workshop Tools".
3. Counter-Strike 2 will update and install the tools. If it doesn't update, run Counter-Strike 2.
(continued in reply)
# Complimentary guidance for specific points in the video
2:20 Regarding layouts:
To move the 3D camera, click the 3D viewscreen, and then move with WASD, and to turn, hold the right mouse button while moving the mouse.
Adjust 3D camera flying speed with the scroll wheel while flying.
To move the map around in 2D view, hold right mouse button and drag.
3:32 Please, for the love of GOD, spare yourself some pain later on by making sure you have SNAPPING enabled. The buttons to toggle that are just next to where you change the grid size. Make sure the first, second and third snapping buttons have orange outlines. You can turn it off temporarily when placing props and entities later on, if you want.
3:41 "You can change the mesh's shape and size after placing it in the world"
If you accidentally deselect the block, you need to select it with the Select tool (hotkey S) in Object (hotkey 5) mode (these things are explained later in the video). In general, whenever you cannot resize, move, duplicate, or select something, you're likely on the wrong tool without realizing it. At least that's happened to me a thousand times.
Note that he changes grid size to 64 to make that finer adjustment to the shape. Set the height of the block to the same as in the video, this will make it easier to follow the tutorial.
3:57 "In Hammer, 1 unit = 1 inch":
You can see measurements (in units) of whatever you have selected by reading the floating text around it.
When you create new blocks, the measurements will match your grid size.
4:06 "Shift + 1-5"
Use 1, 2, 3, 4, 5 and 6 to switch manipulation mode. Not Shift. Holding Shift and pressing the numbers does... something that I do not understand yet.
Absolutely use the hotkeys for this, do not use the interface buttons. The same goes for the tools (especially Q, T, R, E, Insert). If you forget the hotkeys, hover over the UI button and read the tooltip.
4:31 Regarding window lighting modes:
Some of these are only available with a realtime ray tracing capable GPU.
11:06 Regarding omni light entities:
Reminder: Ctrl+O hides and unhides lights and other editor-only entities.
Know that you can toggle the outlines and viewscreen adjustment handles with the "Show helpers" button right after word "View:" in the top toolbar. Or Ctrl+Shift+H. In case you accidentally toggle them off.
12:21 "With the entire mesh selected"
This means you click anywhere on a surface and it will select everything connected to it. It treats the whole thing as an object.
After switching to the clipping tool (Shift+X), set the Keep Mode to "Keep Back" in the tool properties, as seen in the video.
12:30 On mirroring the mesh:
Mirroring also works on the object(s) you have selected, so make sure you have the entire mesh selected (I managed to unselect it and got confused and frustrated with it not working).
Perhaps obvious, but draw the line on the same spot where he draws it in the video.
14:48 "These lights in the hallways needs to be adjusted".
I thought this part of the video was unclear, so here is a clarification:
1. Experiment with the Hide and Unhide keyboard shortcuts.
2. Select one of the LIGHT MODELS only (lamp, not omni light).
3. Ctrl+Alt+O.
4. Right-click, Selected objects>Replace Objects With Instances.
5. HIDE them with H (will make things easier).
6. Select one of the OMNI LIGHT ENTITIES only.
7. Ctrl+Alt+O.
8. Deselect one of the lights.
9. Delete.
10. Select the remaining omni light entity.
11. Ctrl+X.
12. Press U to unhide the light models/instances.
13. Double click a light instance.
14. Ctrl+Shift+V.
15. Select an omni light in this instance editor.
16. Edit the light and all of the instanced lights will be adjusted at the same time.
17. Click the blue map name tab to exit out of the instance editor.
19:41 Regarding Combined Light Probe Cubemaps:
Whenever you want to go back and edit the size of the blue "block", use the Select tool (Q).
If you find that you cannot resize it beyond a certain point, it's because you need to move the cubemap origin (Insert).
21:53 Regarding the post_processing_volume entity:
I couldn't find default.vmap. But I did find toolscene_default.vmap, which had the entity. Go to the Asset Browser (the main window that opens before you open Hammer), search for default.vmap and double click it to open the map in Hammer. The model is a bit larger than on default.vmap, not that it matters.
22:14 Regarding environment sound entities:
Make sure you have "Show helpers" enabled to see the radius visualization. It's the button right after word "View:" in the top toolbar. Or Ctrl+Shift+H.
22:26 "There is a variety of sound events you can open and reference, and even listen to, in the editor."
To get any working sound events to show up, I had to go to the Asset Browser (the main window that opens before you open Hammer), search up soundevents_addon.vsndevts, right-click it and choose "Reload".
22:57 Regarding playing the map:
If you want to play the map normally, outside the Workshop tools, here's how to do it (October 2023):
1. Exit Hammer and Workshop tools.
2. Copy the VPK file (see 22:57) into
Counter Strike Global Offensive\game\csgo\maps
Be sure to follow this step precisely, as it is easy to go to the wrong folder.
3. Add -insecure as a Launch Option in the Counter-Strike 2 properties window in Steam.
4. (optional) If you instead want a desktop shortcut and not change launch options: make a copy of your shortcut to Steam. Rename it to "Counter-Strike 2 (insecure)" (or whatever). Then right-click the new shortcut, select Properties. Add " -applaunch 730 -insecure" (without my quotation marks) to the end of the "Target" field. Click "Change Icon..." and select cs2.exe inside steamapps\common\Counter-Strike Global Offensive\game\bin\win64. Click "OK". Click "OK" again.
5. Launch Counter-Strike 2.
6. (optional) Open console (google if you don't know how) and change bot difficulty with the command "bot_difficulty" . 0 = Harmless, 5 = Expert.
7. (optional) Quick and dirty way: Open console and enter "map [testmap01]". Admin console commands won't work.
8. Play>Practice
9. Select game mode and pick any map.
10. Once it has finished loading, Open console (google if you don't know how).
11. Type "map testmap01" and hit Enter.
12. (optional) If you picked Casual or Deathmatch, add more bots with the command "bot_add".
13. (optional) Get rid of the bots with the command "bot_kick".
# Final words
Everything mentioned are things that either I personally had problems with (but managed to overcome), or that I think others (not everyone) are likely to have problems with.
Thanks a lot Eagle One. This video helps many people. You have spent a lot of time and effort into this.
Tell me if there is anything I should change or add.
Thank you for taking the time to write an in-depth follow up to the tutorial video! It really shows the amount of detail and effort you took to help explain anything to those who may have gotten lost or confused. Much appreciated
WOW - what a lot of bs needed to just run the map from the camera position...that is insane.
@@AlleyKatPr0 I guess I made it look more complex than it really is, but it was the expense of making it very noob friendly.
You cannot run the map from the camera position (afik), unlike Unreal engine or whatever you kids are used to these days. I suppose you didn't read the relevant parts of my comment.
It literally only takes about five seconds of interaction to run the map, then you have to let it compile and load for a few minutes (depending on how fast your computer is). And setting up a map that is runnable probably takes 3 minutes once you get the hang of it.
Don't misunderstand my intentions, I simply do not have any intention of trying to run the hammer tool for level design as it is flawed, illogical and needs a radical change to be of any use to a level designer.
1) Cannot test a level inside of a level editor = waste of time.
2) Cannot test a line of sight in playable mode unless waiting for 3 minutes for something which was purely a spurious choice of geometric alteration = waste of time.
3) Once a change is made and has been compiled (for some reason) then one has to run the map in a test mode with bots, just to check a line of sight = waste of time.
The other alternative I have come to is to create a basic project file in UE5, with the same movement speed, FOV and simply do the level design there, then, import the damn thing into 'hammer' using FBX import.
Only problem with that is that although the process of level design is faster, the utterly nutty way that hamer works with fbx files makes UV's ugly as hell and, CS2 works better with displacements, from the limited testing I have done.
On another point about hammer in general terms...why is that hammer requires you to tell it what you are going to click on before you click on it?
SURELY, if I am to manipulate a edge, face or vertex...hammer should just let me click on it and manipulate it?
Why must I click two buttons? Once to say 'ok hammer, I am now about to click on a vertex - please tell the vertices present in my FOV to prepare for my arrival in 3, 2, 1...' and then again to actually select the thing I want to click on.
The amount of times I clicked a face and could not understand why the 'engine' did not let me pull the face in a direction, or, present me with a widget tool to pull the face in world or local space...just insane.
When I click on a face, I expect it to understand that I have clicked on it and allow me to do what I am trying to do, but it has some sort of personality antithetical to level design.
Terrible level tool, very poorly laid out with a junk UI.
There must be a way to access the SDK and change this whole pile of nonsense through code, because this is just...I mean this cannot be right.
This cannot be the way they expect a competent level design tool to work.
@@starlight_garden
Now is truly Source 2's time to shine. Having seen the engine's capabilities in s&box, I can't wait to see what the CS2 community creates with it.
That's what gets me going as well this engine has crazy range in its capabilities!
@@eagleonedevelopmentteam849 I wish i could be in CS2 or S&box
@@eagleonedevelopmentteam849 Is it better than unreal engine ?
Exciting times
Just curious, is S&box still in the 'utter garbage' stage? or is it starting to become something worthy of the name & legacy? i heard some things from a bunch of old Garry's Mod community folks a while ago that were pretty bad... :(
Very comprehensive! Anyone getting into CS2 mapping has it all laid out. Great video!
Thank you for the support!
No. I literally can't place a simple 'player start'. This engine is effing dumb.
@@montee3766 lmao
If you are wondering how to get access to the workshop, start cS2, go to settings, game and the last one is install workshop tools :)
also possible to do that through right clicking the game, DLC and then clicking the check box for workshop tools
tysm brother, true livesaver
i love you
thanks works
@@micholous
Thanks. Dude just goofed right at the beginning. I was stumped in the first couple seconds of the tutorial. lol.
Sooooo happy to see Eagle one cover CS2 mapping.
Your source 2 crash course for Alyx was superb.
I remember asking for help on the discord for something, and one of you on the team gave me a detailed breakdown of what I needed to do! Super cool!
We're always happy to help with the community thank you for the kind words!
7:20 absolutely blew my mind, imagine trying that in hammer!
Yeah that would have taken all day to make a curved corridor lol
i felt the same !
I just wanted to honestly say thank you.
i love making maps for source 1 and felt lost loading up the new software.
this video taught me so much of the necessary foundations for source 2
i followed all your instructions step by step and its very easy to learn the way you've explained
i cant wait to see where this goes
being able to see the keyboard and mouse button strokes was amazingly helpful aswell
Thanks for your kind words! I'm glad to hear that you've been able to follow and learn - also glad the keyboard and mouse visuals were helpful
I have never paused a video so many times 😂
Super instructive! I finally got access yesterday so beginning to go back over your video again but with a notepad this time 🤓👍
Thank you very much !
I was used to hammer for CS:GO and your tutorial helped me take a good start for CS2's hammer !
Very clear tutorial even if there's some error here and there by example at 21:53 To get post processing volume we can just do a small cube (16x16x16) and Right Click > Selected Meshes > Tie to entity and from then we can change the class to post_processing_volume
Thank you for helping with the solution!
I've been using your old source 2 tutorials to learn for cs2 so I'm glad to see this, thanks bro
I'm happy to know that the old S2 material still works! With the release of this series you should be able to transfer all the knowledge and apply the new features quickly!
how did u get source 2? a different game? alpha access? *****?
this is probably the most concise tutorial I've ever watched well done much respect
Thank you for your kind words :)
Woah, coming from Source 1 Hammer to Source 2 Hammer is really weird! I've always loved the Hammer editor because making levels in Blender and Maya were just not as intuitive and easy as Hammer was. Despite that, Hammer was REALLY OUTDATED, there were so many QOL features that were missing that other contemporary level editors had. It's baffling to think how certain CSGO maps were made to look so good in Source 1 Hammer, those mappers must have had monk-like patience. Now, we are blessed to have Source 2 Hammer because combines the best of Source 1 Hammer and the best of modern 3D modeling software. I'm excited to see what people make with it! Thanks for the tutorial!
Here before the cs community ravages this video (in a good way)
It's a community that is used to quality and I'm hoping that it's up to par!
lol same
this is sooooo much information so fast for a newby
Yes thank god for pressing pause and rewind
Keeping up the great work as always, empowering the Source 2 communities. I think I speak on behalf of all developers and players in the Source 2 community, thanks man and keep it up!
Thanks, appreciate the kind words :)
21:54 The reason why you can't find post_processing_volume is because it's a mesh entity.
Will def have a look at this and go into detail in a post processing video!
incredible tutorial, clear, concise, and everything to get you started.
I can't believe Hammer now. I remember making a map in Hammer in 2013 and it drove me nuts making simple shapes, the NoDraw textures, etc. This is so easy and intuitive to use, and the map lighting is incredible.
Glad it helped! This editing software makes it so easy to jump into!
Gosh this looks so much better than the sdk for csgo, can't wait to get my hands on it
S2 tools are amazing especially over S1 workflow
Awesome. Thanks so much. I’ve only had access to the Alyx tools, and have followed through your excellently in-depth series of tutorials for Source 2 at that point. This is a fantastic peek at what’s about to happen! I can’t wait!
You're very welcome!
I got a little confused with so much information, haha, but I'm just starting in this, and I came across these videos that are very helpful. My congratulations to the creators of this useful information
that was an amazingly well done video, insane amount of content covered in the time. Just wish I had access to CS2 ahahha
Glad you enjoyed it!
look up cs2 oof
@@SourceMan808 why
A few of the shortcuts shown are wrong too. does not help. At 7:06... when moving the edges it drags the top part of line too.. how has he disconnected the smaller edges to drag seamlessly
I'm not gonna lie, you are going way too fast. As someone who has no experience with Hammer, this is extremely difficult to follow along.
start with episode 2 if you want slower paced experience
@@eagleonedevelopmentteam849 Ok I will check out Episode 2, thank you.
I agree but I just put it on 0.75x playback speed and rewind specific parts alot lol
@@Pepe_LeMacyeah but that makes it a shit tutorial. You shouldn’t have to wind back alot, you should get time to internalize the info said
@@gli7chy I agree with your point, but the current structure is strong. It provides straight to the point knowledge to people with more experience. No pain no gain tho, I think this video should be seen as a tool and be used to grind towards being a better level designer with Source2
if youre like me rewatching over and over not understanding how they were able to extrude the face while yours just pulls it holding SHIFT while moving the face automatically makes a loop cut at the initial point and does an as expected extrusion
Great clarification for those confused!
Awesome video, thanks! Grenades going through the skybox is suprising.
Would love to see minimap/radar creation next.
Will for sure have that as its own video coming soon!
@@eagleonedevelopmentteam849 Please release that I am egrly waiting for it.
Thank you for making this tutorial. Being essentially a noob, this was a lot to take in in 25 minutes and I feel like you could do a whole series on very simple things for us noobs, like what are the different modes in Hammer, how to compile, how to add new entities and textures etc. I paused and re-watched sections of this video at least 10 times trying to understand what you were doing by watching the keyboard and mouse graphics. Thanks for adding those. I cant wait to get more into this. Thanks again.
You're welcome! Check out the rest of the series starting with episode 2, we take each thing you can do and slowly go through each one
I can't express how insane this features are. This engine rocks, and you are very smart with it.
Thank you for your kind words :)
How can I select one of the faces of the block seperately? I can only select the block as a whole
This is great for getting a running start making maps, I hope that custom gamemodes will be a big part of CS2.
The custom game modes will be crazy to see how they turn out, very different from traditional level design
around 6:30 in the extruding faces part, you say to hold shift + t to extrude only the one face
but shift + t also changes it to the material that I have selected, so everytime I extrude a face with a different material selected it changes it.
Yours is also a different material yet you aren't changing the face when you hit shift + t?
Not sure what I'm doing wrong
In Transform mode (T), hold down SHIFT and then drag the gizmo to extrude
7:08: For anyone having the pivot point snapping back, change to world space axis by clicking the earth icon in the Editing Settings section of the toolbar.
OMG coming from Hammer 3.4 and 3.5 and seeing this now, i can't believe how GOOD it is to create things. It changed by a lot, feels like a totally different app.
It's modelling software
8:06 The edge arc tool shows disabled for me, even though the edge of the cube is selected.
Needs to be an open edge, not a closed edge. Click the edge, press ALT N, and now you can do it
@@eagleonedevelopmentteam849 thanks
I've watched your other tutorial videos, and I've gotta say this one was so much clearer and consise, overall great video.
Awesome, thank you!
I've been waiting for a tutorial video for a long time because I don't know about new workshop tools. but i was sad that no one shared it. nice video, thank you as a community.
I hope this helps you and anyone else who is looking into jumping on get a great start!
Hey, every time I try to compile any map, even the default included ones, it fails, with an error message saying accessviolation and an error code 1073741819, ive looked online and no one seems to have found any solution, do you know of any thing i could try?
These mesh manipulation tools are so much more intuitive than the old hammer editor. Very excited to try making some CS2 maps.
Its so much more intuitive!!! Welcome to the addiction!
How do I enter free view? I remember in Source 1 Hammer it used to be Z @@eagleonedevelopmentteam849
THANK YOU SO MUCH FOR THIS VIDEO!!!! I can't wait to maps again, now in cs2!
Have fun!
Can't wait to get my hands on CS2's SDK. I've been mapping in Source 1 for a while now and the features in S2 look really good!
You can practice right now in S&box and other S2 games!
that 6 face way of making rooms is like magic! i cannot believe that it's that easy to make rooms! This is awesome!
It really is!
Lets Go, I needed this going to create a map right now actually because of this video PLEASE MAKE MORE!!!
LETS GOOOO!!!!! Glad to hear its inspired you - more to come soon!
wtf. this just outright blows nearly every csgo mapping tutorial out of the water. how fast, damn. every csgo tut would be 3 hours long with this much content. awesome stuff! hope my blender skillz will show.
valve release!
Thank you for your kind words! Your blender modelling skills will transition easily to this :)
@@eagleonedevelopmentteam849 np good content deserves a thumbs up. many people doesnt see the work behind it. editing, writing, coming up with a plan and such. and ofc its counter strike, right? source 2s hammer is such a step up from hammer++ (godsend while it lasted) we are used too. :)
That is so many new hotkeys to learn. Its like starting hammer 1 for the 1st time again
New hotkeys just require practice and repetition!
Dude, thank you very much for such interesting
explanation and making this wideo in such details! Health and luck for you!
Thank you for your kind words!
been waiting for a tutorial like this
Glad we were able to deliver :)
I work with Unreal and having been eager to take a look at Hammer since Alyx released, when people started sharing gifs of the editor workflow. I followed along and I've been blown away. It feels like I've been in the stone age, level design-wise. I hope more tutorials are in the works.
Hammer makes Unreal look like a prop placement tool with how much better it is for pure level design. More tutorials coming!
@@eagleonedevelopmentteam849 Can you show how to import or own custom models and textures? Like If I have model sheet to use as reference or a mesh blockout built somewhere else as a starting point.
is it possible to make co-op maps? any idea on how to get started with it, or did they not include that feature yet?
Not included yet but you can start to block them out right now so when its available you're good to go!
Hello! I'm used to blender. I have a good workflow there. I'm really struggling with changing the key bindings in the new hammer, just simple things like pan view, zoom etc. It is not really intuitive for me here. I can't change the bindings inside hammer, and when changing in the config it doesn't really work. Any suggestions or configs to download? Thanks
Just started and I’m already full in, I think I found my new hobby
Join our discord for live VC streams welcome to the addiction!
applying textures with shift+t doesnt work
2 critiques to an otherwise PERFECT tutorial
- Music in the background makes it impossible to play your own music while watching this great tutorial
- Your voice takes are recorded in different volumes (and rooms/locations it sound like) which makes it harder to listen to. It could also help to compress / normalise it to make it be constant
That being said, you did an amazing job with this!
Thanks for the feedback! I'm in a conundrum as the music is used to mask the voice over audio background noise and make it seem smoother, but it becomes at the level where you can't enjoy your own music. Any suggestions?
Can't wait to create surf maps with the S2 Hammer!
All kinds of maps will be available!
Holy shit the new Hammer Editor is amazing :D love the possibilities here thanks for the Video!
Glad you enjoyed it!
wow. So much information. Im going to have to slowly do everything a few times just to get it down and replicate something similiar to learn. This was an amazing video. New follower!
Glad it was helpful!
@@eagleonedevelopmentteam849 very much. I joined your discord channel as well and have been trying to learn how to map again. Ive only dabbled but have so much to learn. I am working on a project that has a similar layout structure of de_Prodigy. I will definitely reach out to you and the community and take each step in this video and break it down to learn. You really put a TON of knowledge into this and I am very thankful for it. Can't wait to chat with everyone in discord and be a part of your community. Thank you again!
Y'all were so fast to make a whole guide on this thing. Definitely wanna try mapping in cs2.
I was lucky to be given access by the CS2 Devs ahead of time
Whaat, I didn't know about Edge Arc Tool, that's super handy!
It is indeed such a beautiful tool :)
hi! How did u allow the bots to spawn??? I have when setting info_player_start appears only player and bots thought bot_add do not appear. I will be glad if u answer😁😁
Join our discord for more help!
I'm brand new to map designing and wanted to give it a shot. I was confused at 3:06 when he inverted the block to make it a room. How do I do that?
Press F to invert. Join our discord and we'll be able to help you out more!
camera control does not work on w a s d, how to fix it ?
Have you tried pressing Z at all to go into fly mode? Join our discord and we'll be able to help you out more!
I've watched your entire Source 2 crash course series using Half Life. Now this series will be a great addition!
Congratulations :)
That's awesome to hear congrats on finishing it! Swing through our discord and DM me on it I'll send you a sbox key for completing it
@@eagleonedevelopmentteam849 Oh cool! I sent you a mesage on Discord :)
8.21 in and already mouth wide open at how powerful this is for arches and detail compared to old style mapping. Cant wait to develop the next Dust 2 killer... HAHAHA!!!!!!!!!!!
thank you! you guys make THE BEST tutorials
Glad you think so!
the video i was waiting for yayyyy
This one took a couple of weeks to flesh out so thank you for your patience!
@@eagleonedevelopmentteam849I bet it did! I can't wait to see more content well done guys
Some of my edges are red and i cannot get rid of them. Also when scaling with E, it scales in both directions instead of the selected one.
None of those options show up in the tools menu for me. Only CS2 Workshop Manager and Item Editor
Make sure you right click and download it from the DLC page
same
I'm a professional Level Designer who has worked on strictly Unreal/Unity games and I've never touched Hammer. I'm trying to get into it to make some small projects on the side and this video has shown me how strong this editor is. It's really well made and super comprehensive. Thanks for all your hard work making this!
Thank you for the kind words! Please jump on to our discord and we might be able to help you get going on small projects using this!
I have to say Oh my LORD this is sooooooo much better than Hammer for HL2/CSGO. We've finally just got straight up modelling tools inside the editor now! Can't wait to make my first map!
It’s basically modeling software!
Source2 Hammer is super similar to how I learned map editing in Unity, this is great.
You'll fit right in! We can help you with what you're looking for at our discord! discord.gg/eagle-one
thank you. i spent an hour when i had no internet trying to figure out how to make a room from a block. i knew it was simple in s2 but i couldnt find it :D
You're welcome!
This is going to be ...wait for it... legendary!
You were here from the start - hop along for this fun ride!
A lot of useful knowledged combined in short video. This is great valuable content. GG WP (as in good guide, lol)
when i try to make a hallway by edge cut like you entire wall just bend to the end of the moved cut can you tell my what did i do wrong is it some option i could mistakely turn on or what ( same after slice)
Thanks for this. Was wondering when this would come about. Very simply laid out, thanks for the video!
Glad you enjoyed it!
Cool tutorial, been very helpful thank you :) The post_processing_volume is a mesh, so you need to create a mesh first, then turn it into the post_processing_volume entity
Thanks for the tip!
Absolute banger of a video. Now chop it up and make like a million tiktok hammer tips!
Also I'm planning on showing my friends this video to get them into mapping.
Appreciate the suggestions I might look into those! Hope that this inspires you all - if you need Source 2 access I can give you guys S&box keys to practice. Just hop on to discord and DM me for them
New era of source mapping
I hope so S2 makes mapping so much fun
seeing the hammer grid in 3D is so trippy
Wait until you see adjusted workplanes!
Oh my god these changes are incredible, I can't wait for CS2 access to get mapping again
You can start practicing with s&box right now!
@@eagleonedevelopmentteam849 Guess I have two codes to try and get now!
ive said wow so many times watching this and coming off as a gmod mapper, I definitely see a huge upgrade of qol features in S2 than in S1 being pain in my ass
This is so intuitive S1 will seem ancient
Help I don’t have that menu on the left. I have all the icons but not that actual menu. How do I get that to show?
Been mapping since CS 1.6 - seeing a Hammer that lets you manipulate separate faces, see real-time lighting and just isn't actively fighting against you almost makes me feel like something is missing in my process. Gonna need some time to overcome a decade of trauma.
Great video btw, lots of info, key press display and explanations about general and CS-specific functionality instead of "uhhh click here press there" average YT tutorial.
Thank you for your kind words!
Hey, having some trouble. Whenever I try to move the pivots position, it always snaps back to it's normal location, what to do?
Set pivot to origin
@@eagleonedevelopmentteam849 How do you actually do this? I don't see the shortcut for "Set pivot to origin"
Definitely gonna use this now that i FINALLY got the access!!! thank you.
Glad I could help!
You made this looking so easy! For me you sound like Einstein is talking, so many information in this video. Good explanations, great video! Enjoyed watching it.
Thank you for your kind words!
21:53 To get post processing volume you need to do a small cube (16x16x16) and Right Click > Selected Meshes > Tie to entity
From then you can change the class to post_processing_volume
WOW these are really nice, thank you for making them!
My pleasure!
14:19 i can't find the assets window, i dont know how it just appeared in your screen
Click VIEW and then ASSET BROWSER or go to your viewport window option and click OPEN FLOATING WINDOW and then set that to ASSET BROWSER
Great Tutorial, just think it needs to slow down slightly and get the info more accurate for new comers. Thanks though, will follow as a old skool Worldcraft user.
Hey man,. nice tutorial, the main question if i export is as .fbx and put in ue5, the collisions are somehow convex and they should be concave, is there some way to export collisions data from hammer editor?
Hi, how can i pack custom textures in my compiled .vpk? There is something for cs2 like VIDE in csgo?
Hello ! I'm new at mapping and I encoutered a problem while putting some soundscapes into my cs 2 map. It says "unable to fine manifest "soundevents/soundevents_manifest.vrman" which is required, please investigate !". Any ideas of how to fix it ?
Also thanks for the tutorial ! It was really helpful !!
You're welcome for the tutorial! Join our discord and we can help you out with your specific issue!
I made a map but no bots spawn in how do i fix that? Even with bot_add_t or ct they dont spawn in
Do you have player spawn points defined for T's and CT teams?
@@eagleonedevelopmentteam849 yup set up buy zones and everything
at around 6:30 when i extrude the face the walls on both sides move with the hallway? the already existing walls in the room i mean, they move with the hallway at an angle
Hold down shift when moving to extrude new faces
@@eagleonedevelopmentteam849 ah I see where my issue was, I presse shift+T to try and get into transform mode, but that applied the texture of course... thanks for the quick reply, now i can get back to making the map of all time.
Glad to know you fixed it!@@asiftosay
1:40 AFAIK Half-Life Alyx still can use your processor to generate lightmaps. Would it theoretically be possible to build your map for CS:2 and then use the HL:A lightmapper on it?
Nope because the shaders that are used in CS2 are not in HLA
Hello, how did you enable the "Active materials" tab?
This should be on by default, otherwise click VIEW at the top to see which toolbars to enable
@@eagleonedevelopmentteam849 i was getting frustrated. thank you
Excellent guide 😎
im so excited for this even tho i dont have cs2 yet, its a great upgrade from the old source 1 hammer
Leaps and bounds more powerful!
5:52 I don't understand the Align to Grid part.
"By clicking 'Align to Grid', use each of these squares to eyeball every eight-Hammer-units."
Clarify, what do do [edit: sorry, was supposed to be "to do", not "do do"] after clicking the 'Align to Grid' button?
It will align the material to the grid. This particular dev material is set up so that if you do this operation, each segment or block is exactly 8 units apart
So it's: double-click a surface, ctrl+click ceiling and floor, press "align to grid" button. Correct?
Am I supposed to see any difference before and after? And does it matter what my grid size is set to for this operation? @@eagleonedevelopmentteam849
7:19 - i got so tilted here cause it wasn't working, turns out i forgot i had to press shift
hey thank u for your tutorial really! how can i active asset on the right of screen at 14:19 ??
Open up the asset browser under VIEW