My Adventure into Valve's Maps
Вставка
- Опубліковано 7 тра 2018
- I jump in to extract and to make editable CS:GO's latest maps, and in the process, uncover some cool stuff.
Find the downloadable maps on my brother's site: www.2kliksphilip.co.uk/other/m...
1:57 - Converting a map
2:36 - func_detail grouping
3:26 - The ever-changing balance of details, models and displacements
4:34 - Scaled props - See earlier video here • Changes to Dust2, Cana...
5:33 - A new brush type? No! It's 2 years old but still not recognised!
6:20 - Reflections
7:09 - Areaportals
8:30 - Portal windows
9:11 - Losing battle with occluders
9:27 - Conclusion
Other videos of interest:
Music in background of this video: • David Randall - They H...
Original editable map video: • Editable Official CS:G...
Stair clipping: • Stair Clipping in Coun...
Making Source beautiful: • Making the Source Engi...
Check out my channels:
● 3kliksphilip: / 3kliksphilip
● 2kliksphilip: / 2kliksphilip
● kliksphilip: / kliksphilip
Other information you might like:
● Website: 3kliksphilip.com
● Twitter: / 3kliksphilip
● PC Specs: Ryzen 1800X, 32 GB RAM, Geforce 1080 - Ігри
I really wish Valve would release an official decompiler that was kept up to date and wasn't as buggy as BSPSource. Wishful thinking, I know. Great video, I learned some stuff for my own map making.
i also wish Valve would do literally anything useful instead of making Magic knockoffs
They dont need to Post a decompiler, They just need to upload the map Files
good luck for your map
You know you are on the top of the comments when you comment something complicated
the sad thing is you take me seriously
admittedly a map with broke area portals sounds fun
Tthis sounds like a pretty cool custom gamemode
Rushing into areas would either be terrifying or much easier because its like having a constant smoke in every door and window.
Actually, do area portals occlude player models?
They do! Anything behind it will not be seen! Without going into too much detail that is, sounds literally like a shotgun and run around gamemode hahah
next training map incoming! :)
Revive the misc "fun_" maps from cs 1.6, by making a map with wacky rooms and not make them visible via area portal until you enter them. Surprise at every corner!
Imagine a Labyrinth mode...
*D E C O M P I L E D*
човоооо
Oh, look who i found. :D
How to do bold font?
@@somedude4533 pretty sure you just but asterisks (these things * ) at the start of a word and at it's end, the result should look something like this: *word*
@@backerson5576 *nice*
Philip, you still have all my respect for making the Smash gamemode.
There needs to be a Wikipedia so for the rest of time this is known. In the distant future I have a feeling it will be important
I had no idea he made this, that's so crazy! I just remember playing it. It flashed back into my mind when the clip played, having otherwise forgot it.
I played CS maybe twice in my life but I still watch all of your videos... They're really entertaining!
I played it for a few hours, then I suddenly got only put in rounds with really skilled players and stopped playing.
I don't miss a single video, though
You guys are missing a great game
nah they're not
@@GoulartGH this reply is just straight up pretty gay
@@jldrank1847 so am i
3:45 "Every surface is a displacement" Spoilers: Source 2
What?
I guess source 2 hammer was used to make the maps but then ported to csgo source 1. I wouldn't blame them tbh
@@MaxCE I use Source 2 myself. The whole notion of porting a map from Source 2 to Source 1 doesn't make sense because both engines use different measurement units. One hu in S1 = 1/16 of a foot, while in Source 2, 1 inch. Plus, if they ported the geometry over to Source 1, they would still need to make TONS of edits in Source 1 such as add nodraw brushes everywhere because Source 2 is mesh-based while Source 1 uses brushes, and only brushes can occlude objects from view in S1.
@@BeatCrazey excuse me what's 1/16 of a foot in inches
@@MaxCE It's 3/4 of an inch. Not the same thing.
Pls never stop making videos
Philip is the only youtuber for whom I watch each and every single video, even though I stopped playing CSGO almost two years ago.
Zwizzor haha same, well, including warowl...
Lucio lol same
Hey Phil. Your Smash map is really popular in the Hidden: Source Beta 4b source mod - we play it every now and then, and it's really enjoyable. Never knew you created it - thanks!
You're correct about displacements. Displacements allows Source to handle tessellation of these displacements based on visibility and distance. GPU's can handle 3D meshes and geometry much better now-a-days. While displacements in Source are BSP, they're explicitly defined differently than BSP, I suspect there's underlying lower/higher resolution adjustment based on these distances.
Also, reading up - Displacements are handled in batches, similar to how the older func_details worked. This one mean while they're separate pieces in Hammer, they can be treated as a single mesh by the engine.
And also: "There are three levels of resolution, but ultimately the number of polygons is determined by the size of the displacement. Cut one up if more detail is needed." would explain so many of them in Dust 2.
EDIT: A little bit more research, updating for accuracy. Okay done editing. :p
Alessa Baker Source doesn't make use of dynamic tesselation. Displacements always are tesselated the same as specified by the mapper, regardless of distance or visibility.
GIRL
Why dont they just hire you at this point?
ejpaine caused he would fix csgo
because he is not a developer just a modder
@BoKKeR111 but he is good at fixing bugs and making maps
@@vbossbla532 not saying he isn't good at those things, but if you've looked at people who are applying to places people tend to be really good. Have multiple good released levels. Lots of experience. And valve usually don't take anyone because they can use an editor.
It's like wondering why a 5star restaurant doesn't hire someone from McDonald's. Again not saying he is bad or good, just that these videos show passion but not a lot more. And that is important but not the only thing
@@terrydrain I get what your saying, but if they have the best of the best why are still a bit of bugs
I'm never gonna edit these maps, and don't even play CS anymore, but thanks for you efforts regardless. A true pillar of the community.
5:27 Pills here.
Explain please. Reminds me of l4d2 but i don't know how is it related.
his current texture in the hammer editor is ads/ads01
Which is apparently just a sign that says "Pills here!"
P I L L S
I
L
L
S
lol
Phill's here
P I L L S
I I
L L
L L
S S
On a scale from steam to half life what valve time are you using Philip?
No reply, I would assume pointless Half Life: Source updates
@@cooliofoolio Not pointless since I think you can play HLS in VR.
@@Web720 WAIT WHAT I NEED A VIVE NOW
@@uku4171 I don't think the rift s existed yet when I wrote that.
Philip listens to Vitas?
Nice
Ikr. Vitas is amazing.
Yah
XD
I have followed your channel for years, and today i think ive watched three hours straight of mapping vids from your channel. Its absolutely brilliant content and you are a fantastic storyteller!
AHHH I LOVE THESE VIDEOS PHILIP. I love mapping in Hammer and UE4 and I think it's so cool to see someone create really interesting content about mapping/maps!
Wow. The work put into just editing and checking out these maps is pretty insane sounding
Honestly i feel a lot of respect for you and your work. Not many people do put so much time and love into their hobbies or even their work. I think you are an outstanding guy and valve, pls never fix
Man you brought back part of my teenage years, love your enthusiastic work! I used to make a sh*t ton of maps with the Doom 3 engine, I knew it in and out with every little tricks (there area portals are called visportal). Also I experienced with Valve's Hammer. Good things for a creative mind! Cheers!
0:49 DUDE that was my favourite CSS map. Was one of the best user maps ever. Also the helicopter easter egg was crazy.
Everytime you release a map editing video of any sort, i have the feeling of just making my own map or work on a previous one. Your tutorials will live long to help me. bless you Philip for getting me into map making on csgo and guiding me on how to do so :)
It really helped me with your aztec from back in the days. Thank you for fixing and uploading them. I am now working on that very same aztec.
Been suddenly binge watching 3kliksphilips videos and it honestly might make me open csgo again after not playing for like, 5 years
Even though I personally don't think I will ever use these, you still have my huge respect and full admiration for what you are doing for this community. Your dedication is absolutely unbelievable
I can't believe how big is your passion for this game. I have already given up even playing it! Respect!
Philip i love these types of videos. Thank you
Thank you for this Mr Philip. This is a great video and the type I most enjoy!
Much respect for putting this much time in to help the community
VALVE hire this man already!!
i love the secret symbols in these valve games, i remember seeing an M and J merged together in pl_upward from tf2 hidden out of bounds in a shack
So much work went into this video. Thanks kliks
bro i loved that smash map holy shit when i played cs source in a deathrun server and this map were chosen, oh god , 3kliksphilip thx for making my childhood great :D
man i appreciate the work you do cause towards the end of the video im like "daaaamn this is SO much work thank god i dont have to do this"
Superb work yet again! Thank you!
I hope you create more maps in a near future Philip, keep it up 👍
These broken areaportals gave me an idea: a map, in which all doorways are covered by visible walls without collisions.
We call it cs_747.
You and TopHattWiffle have helped me a lot and inspired me to make my own maps. I've made three roleplaying maps with your
help. Rp_lyolux, Rp_assault(cs_assault edited to roleplay standards) and rp_roadside. Also I always liked your sexy accent.
Looking for this video all of yesterday. Cheers
The amount of effort you put into what you do is remarkable.
9:06 Reminds me of when I tried to make a (pretty bad) custom Portal map. I placed a physics car model on a highway (of some kind) and made it fade out at short distances. However, this made the car start trying to "jumpscare" me, instead doing this every time I'd walk toward or look at it...
3:08 listening to some music XD
"Vitas 7th element" nice one!!
Very informative video Philip!
Holy shit. I've played smash so much with my friends, we always wanted more of those maps! thankyou! lol for what you've already done lol
You put so much time into what you do, you deserve more appreciation and subs.
first of all he deserves recognition by valve.
You're such a hardworking person for the CSGO community, thanks for that :)
Mass effect music is amazing, Philip! Put it in more videos!
very informative and interesting. keep it up Philip : )
This really is a testament to how old source is, portal based occlusion culling is rarely used nowadays. It would be really interesting to work on a tool for doing all of the steps in one go, including recognising the new features
Occlusion culling using (auto-generated) portals is still fairly common nowadays, especially on mobile hardware. GPU culling is great, but in order to do it well you kind of have to design your entire renderer around it.
Your videos are actually so good
The amount of effort you go into in your videos is insane.
Everytime i opened a full map on Source SDK my shitty laptop was on fire, i miss the good old times, nice video dude
Glad this is back up.
Thank you Phillip! I just tweeted you about this a week ago. Either you saw my tweet or this is a happy coincidence.
I wish the model scaling feature was implemented for Garry's Mod Hammer.
There is model scaling for Gmod/HL2 Hammer, it's just buggy and not that good. There is a prop_scalable for EP2, also look for the keyvalye "Model Scale" ("modelscale" w/o smartedit) in prop_dynamic or prop_dynamic_override. It wont scale in hammer, only in-game. It also won't scale the collision model or it will be non-solid, so you're left with building your own collision model with nodraw (it also wont work on physics props)
Editing existing maps is how I learned to map back in the GoldSrc and Source days. I recommend to anyone wanting to learn and it shouldn't be "frowned" upon at all ;)
COD and Source games engines are so similar. I know theyre both based on quake3 but seeing nodraw, clip, portals working the same way makes it so familiar to me.
this is dope great work
amazing research once again!
Love how that cine has everything pop in. 1:15
True Hero Philip took one for the Team!
"valve added a rescale"
Welp, whos gonna be the first to make a tiny city with tiny props huh?
3kiliksphilip every video that you do i learn new things thanks
This is a pretty good video explaining why open source is great :)
Whole video goes over my mind
thx for taking your time
I get happier the longer the videos are!
Philip is a hero of the CS community
Love you man
3:03 that background music is amazing
Glad to re-watch this a bit to give that view back c:
Very interesting, keep up the good work :)
0:55
smash map?
OH WHAT, YOU MADE THAT? holy cow
Hmm saw you uploaded when i was at school a couple days ago , but then suddenly your vid just wasn't there. Welp this explains everything xD
5:00 u sir just saved me endless hours of 3D modelling, thxxx !!! The only way I thought this is possible is by I changing the scaling in the props directory (text document) - Cheers! today was a good day :D
please make a new map and do a tutorials/behind the scenes series on it just like you did a long time ago, really enjoyed that series
I love these videos keep it up
As a mapper (RtCW & Wolf:ET), I find this video _extremely_ enjoyable.
Anyone else love the combo of philips talkin and the music?
Source has always been able to scale models lol. Great video, I believe that you should learn from other people's maps too, and because of this a lot of people on the source modding community don't like when I decompile and recompile maps.
I would love to see what Vertigo looks like. I bet it has so many func details as they are always changing it.
Good Job Philip!
ty for all your work
As an aspiring level designer, thank you for this info!!
Interesting how you spend time in those programs of editing! Nice :)
THAT MINIGAME MAP WAS MADE BY YOU? Mindblown.
You're just awesome man!!!!
I really love your videos keep go editing
The hero we deserve
thank you for the hard work
I remember the Crysis 1 Editor. It was so easy and fun to use and this was 10 years ago. Sad that Valve seems to be stuck in 2000 or so
I like the Deus Ex music in the background while a british guy is explaining source mapmaking.....
It's time Valve. Hire Philip.
U R A TRUE LEGEND
At least it looks (based on the vid) like map decompilers available now mostly just screw up on newer map features.
I remember mucking around with them 20 years ago on Quake 2 and Half-Life 1 maps and they wouldn't even get the basic map geometry right (as in you'd usually have several leaks to the void). In the end I only bothered to make one modified map: I used the onlyents option to port TFC's 2fort to original Counter-Strike (I managed to convince a server admin to try it - it was VERY boring to play on).
Thanks for the tip about using BSPinfo to extract assets. I used to use GCFscape for that, but they did something with the compile process recently that made it not work anymore. And of course the creator disappeared years ago.
that warframe background was lit ❤️
good work mate
7:31 I kind of want to see how 10 people in game would react to this. No predictions or hard reads. Just pure encounter based combat
great music choice :D
Dedication +rep man