Getting CS 1.6 Maps into CS:GO

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  • Опубліковано 21 лис 2024

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  • @auber4773
    @auber4773 4 роки тому +3345

    thank god for his shower thoughts, or we would not have these videos.

    • @h1stacean
      @h1stacean 4 роки тому +12

      Are player models gone after Shattered web is over?
      Edit:*Custom* player models

    • @PotentialGrim
      @PotentialGrim 4 роки тому +3

      @@h1stacean No, they aren't.

    • @retailradiotv884
      @retailradiotv884 4 роки тому +24

      Imagine if his shower broke one day. Frightening

    • @pegton1981
      @pegton1981 4 роки тому +13

      RetailRadioTV how to port a shower from broken to fixed

    • @chillguynamedwan1034
      @chillguynamedwan1034 4 роки тому +2

      Is this his shirt shower thought 😂

  • @nokiabean
    @nokiabean 4 роки тому +1858

    No dsds 3? How similar to some other series related to Valve

    • @makitard
      @makitard 4 роки тому +51

      we need to wait 15 years

    • @gmailaccount3530
      @gmailaccount3530 4 роки тому +5

      Wut does dsds 3 mean

    • @notajtag4568
      @notajtag4568 4 роки тому +28

      Gmail Account, his video of the mid April 2020 map changes was originally titled, ”dsds”. The video “CS:GO leaked source source code” was originally titled, ”dsds 2”. But both of those videos had their titles changed for some reason. You can go ahead and look in those videos comment sections, some of the comments will inform you of the videos original titles.

    • @gmailaccount3530
      @gmailaccount3530 4 роки тому +7

      @@notajtag4568 THANKS

    • @coolmathsgamesvevo6687
      @coolmathsgamesvevo6687 4 роки тому +2

      Ah yes...
      No day of defeat 3! Those rascals

  • @pinkocean310
    @pinkocean310 4 роки тому +1151

    Where is
    Dsds 2: Episode 1?
    Dsds 2: Episode 2?
    Dsds: Philips?

    • @syv6173
      @syv6173 4 роки тому +37

      More like "dsds: phylip"

    • @surunei
      @surunei 4 роки тому +4

      What is dsds?

    • @albertpirelius
      @albertpirelius 4 роки тому +24

      @@surunei dsds

    • @surunei
      @surunei 4 роки тому +21

      @@albertpirelius how didn't I know that I'm stupid

    • @TheImmortalPwnage
      @TheImmortalPwnage 4 роки тому +1

      james dsds

  • @aBucketOfPuppies
    @aBucketOfPuppies 4 роки тому +155

    You and 2kliksphilip should definitely collab sometime. He 's pretty creative and he can juggle.

  • @StereoBucket
    @StereoBucket 4 роки тому +7

    For that one person wondering.
    $transparency is going to interpolate and blend between opaque and transparent when in game so it's going to look fuzzy. $alphatest is binary, either it is shown or it isn't, which is pretty much how goldsrc would do it (though if you did want semi opaque in goldsrc you could sacrifice having multiple colors and get 8 bit alpha and then just tint your texture (remember those monochrome sprays with fuzzy edges? That's why they were monochrome).
    Oh btw, would be lovely if someone figured how to port old light generation. Since it's still lightmapped in CS:GO, I think it should be possible to get the old lighting to work.

  • @0sac
    @0sac 4 роки тому +281

    I've been porting a RtCW (quake 3 engine) map to gmod for a while now, everything in this video is so familiar and has made me want to continue working on it again, thanks!

    • @hexadecimal973
      @hexadecimal973 4 роки тому +2

      what map?

    • @jobRobbemond
      @jobRobbemond 4 роки тому +4

      Good luck my friend!

    • @0sac
      @0sac 4 роки тому +9

      @@jobRobbemond Thanks! I'm really close to finishing it now, so if I actually get a move on ill be able to publish it soon.

    • @0sac
      @0sac 4 роки тому +2

      @@hexadecimal973 It's the first 2 maps of RtCW combined together as a TTT map, I can't post links but theres a link to my steam profile on my channel and theres a pic of it in my screenshot showcase

    • @LeenayPeechus
      @LeenayPeechus 4 роки тому

      @@0sac Could you upload a video? I'd love to see that! Castle Wolfenstein was my childhood!

  • @siveroo7493
    @siveroo7493 4 роки тому +520

    i was expecting dsds 2 : episode one

    • @hardikmehta1778
      @hardikmehta1778 4 роки тому

      xD

    • @adammarty8788
      @adammarty8788 4 роки тому

      Can some1 explain me what is dsds please?

    • @whirlingstars
      @whirlingstars 4 роки тому +9

      @@adammarty8788 he accidentally named a video dsds1 (now renamed) and made the following video dsds 2, now is meme

    • @adammarty8788
      @adammarty8788 4 роки тому

      @@whirlingstars OK thanks you for the reply

    • @sci_pain3409
      @sci_pain3409 4 роки тому +1

      Blaze i think they’re placeholder names, not accidents

  • @slomianowlosy
    @slomianowlosy 4 роки тому +151

    8:40 "I had to photoshop blue out of these." Next frame - Gimp. Mad lad.

  • @hypnotoad460
    @hypnotoad460 4 роки тому +78

    Philip, there was a game, called Dark Messiah, it was made by Arkane Studios and, surprisingly, it’s a source game! I one was extremely interested of porting some of the textures and maps to CS:S, however all of my attempts were failed... I was thinking maybe you can dig some of them up? The game itself is a masterpiece, it really shown what source was capable of in the old days...

    • @sunfl0wer_988
      @sunfl0wer_988 3 роки тому +8

      Oh my God, that actually makes sense that Arkane made it. They really like physics and kicks, don't they?

  • @GamingRevenant
    @GamingRevenant 4 роки тому +312

    Have you ever looked into Wall Worm, to import 1.6 maps into 3DS Max and then export them for CS:GO?

    • @boreal3255
      @boreal3255 4 роки тому +8

      What about entities

    • @bogiesmigforl1
      @bogiesmigforl1 4 роки тому +6

      @@boreal3255 Well just place them manually were they were in the original and you'll be all good.

    • @bogiesmigforl1
      @bogiesmigforl1 3 роки тому +1

      @@bd9129 I don't actually know if you can port maps with wall worm, i was just suggesting a solution to the entities.

  • @nekture
    @nekture 4 роки тому +7

    Making all crates func_detail will actually fix most wallbang issues caused by them being next to walls! It will force the wall behind it to exist and not be optimized away.

  • @spoot8835
    @spoot8835 4 роки тому +25

    You've made 1.6 nuke look sooo good, love it.

  • @rubenbrouwer6897
    @rubenbrouwer6897 4 роки тому +204

    Good job man you got a sponsor.
    You really earned one.

    • @blukat9903
      @blukat9903 4 роки тому +11

      your pfp reminds me if the houndeyes from half life 1

    • @zedaddy3530
      @zedaddy3530 4 роки тому +1

      He has had so many sponsors before,too,mate. He truly deserve it, tho

    • @rubenbrouwer6897
      @rubenbrouwer6897 4 роки тому +2

      @@blukat9903 it actually does!

  • @gamergrill9629
    @gamergrill9629 4 роки тому +47

    I love the shots of the Office computers in the sponsor section!

  • @wolfcl0ck
    @wolfcl0ck 3 роки тому +37

    btw, turning on texture lock and scaling texture lock, selecting the full map, hitting ctrl + M, and setting the scale on X Y and Z to "1.125" will correct the player size by scaling the map up by 12.5%, the percentage difference between the old player height of 64 and the modern height of 72.

    • @randomcatdude
      @randomcatdude 3 роки тому +7

      That'd turn the map into an off-grid mess, though. and it would slightly slow down the time to go literally anywhere.

    • @wolfcl0ck
      @wolfcl0ck 3 роки тому +16

      @@randomcatdude If you have a better way of fixing it, I am all ears, my friend.

    • @nero772
      @nero772 Рік тому

      Hey, I got curious. I noticed that in goldsource and source the scales are somehow different and tell me why exactly the value x,y,z= 1.125 corrects the scale of the map and models? Where does such information come from?

  • @michaelgaming1991
    @michaelgaming1991 4 роки тому +18

    Wow the nostalgia really hit me hard.
    Thanks Philip for everything.

  • @RelKier_is_jdude
    @RelKier_is_jdude Рік тому +3

    3:25 You're wrong, because GoldSource (CS,HL) is built from the first Quake engine, not the second, yes, it uses some lines from Q2, but there is so little code that it can't be called Quake 2 engine (there are less than a hundred lines)

  • @bonkmaykr
    @bonkmaykr 4 роки тому +15

    The reason the maps are carved out from one mesh when converted from BSP is because BSP is a compiled, simplified format where all adjacent brushes are combined to reduce the CPU overhead.

    • @tauon_
      @tauon_ 2 роки тому +1

      goldsource('s weird) bsp that is, not source's

    • @bonkmaykr
      @bonkmaykr 2 роки тому +2

      @@tauon_ well the same thing applies to both BSP versions

    • @tauon_
      @tauon_ 2 роки тому +1

      @@bonkmaykr bspsource gets it more right than that tool does though

  • @firmtomato7226
    @firmtomato7226 4 роки тому +5

    ‘I always like to have 2 reasons to do something, in case one of them falls through for some reason’ - a paraphrased version of my favourite kliksphilip quote that I think about often. I don’t remember what video it was on

  • @plaxic
    @plaxic 4 роки тому +2

    I ported cs_assault from 1.6 to CSS back in 2007 in a 1:1 brush version with updated source textures (cs_assault_css), and I came across some weird issues with the player model scale like you mentioned that I had to manually fix behind the scenes. And yes, decompiling Goldsrc maps results in a mess that requires a lot of fixing. So much so that when I decided to make a custom assault variant several years later for 1.6 without having my old RMF handy, I actually decompiled my *source conversion* and converted entities back to 1.6 and retextured it, instead of decompiling the 1.6 assault again, simply because source decompilation works much, much better with regards to brush structure.

  • @ics_de
    @ics_de 4 роки тому +248

    Wait. You didn't upscale the textures!? I feel betrayed :(

  • @spotsies
    @spotsies 4 роки тому +2

    This seems like one of those videos where you put an ungodly amount of effort in, for minimal gains. I really hope mappers will pick up on this beautiful project, and follow this guide, because - even as a non-mapper - I can appreciate all the time that went into this. Good job Philip. Thank you for being so thorough.

  • @MaximG.
    @MaximG. 4 роки тому +146

    3:25 - "modified version of Quake 2"
    Hey, GoldSrc has only a few strings of code from Quake 2, the rest is derived and modified directly from Quake 1.

    • @P0150Ngmod
      @P0150Ngmod 4 роки тому

      @@8BEATER1 :thonk:

    • @MaxSpec
      @MaxSpec 4 роки тому +9

      @@P0150Ngmod Quake 2's engine is basically enhanced version of Quake 1' engine, and those strings are fixes of bugs that were in Quake 1's engine

    • @screamsinrussian5773
      @screamsinrussian5773 4 роки тому +3

      @@P0150Ngmod cringe

    • @iamnobody8
      @iamnobody8 4 роки тому +2

      Quake 2 engine is basically Quake 1 engine with hardware acceleration added

    • @iamnobody8
      @iamnobody8 4 роки тому +1

      @@silentfilms7459 because of hw acceleration)

  • @RÅNÇIÐ
    @RÅNÇIР4 роки тому +93

    02:13 upscaled WinRar icon?

    • @test-yr4gs
      @test-yr4gs 4 роки тому +33

      Rule 69 if it exists theres an upscaled version of it.

    • @irunasoft
      @irunasoft 4 роки тому +2

      Wow yeah

    • @albertpirelius
      @albertpirelius 4 роки тому

      oh boy

    • @TheImmortalPwnage
      @TheImmortalPwnage 4 роки тому +2

      @@test-yr4gs adult content just got better

    • @iamveryconfusedabout
      @iamveryconfusedabout 4 роки тому +6

      @@test-yr4gs even the upscaled versions have upscaled versions, it's recursive!

  • @johnshat3177
    @johnshat3177 4 роки тому +156

    “Insert quote about dsds 3”

  • @Winq51
    @Winq51 4 роки тому +1

    You are one devoted mapper.. I myself have decompiled and then remade portions of cs 1.6 maps.. like de_dust_b , de_nuke_hall .. i used the decompiled mess of a map as a guide and remade all the brushwork and handmade the textures to look as accurate as possible .. respect for hammering out classic maps to be reused ;)

  • @hithereandwelcome
    @hithereandwelcome 4 роки тому +7

    2:24 with captions on had me scrambling to figure out why the text on my screen was 100% faster than what was being said

  • @MystycCheez
    @MystycCheez 4 роки тому +1

    Changing the scale of the map is actually simpler than it sounds. I've remade csgo maps in 1.6 and vise versa and the vertical scale of the map does not need to be change actually. Only cover and things like vents or doors need to be adjusted.

  • @DamnHeadHumpers
    @DamnHeadHumpers 4 роки тому +14

    @3kliksphilip, For the player size issue, you could use the setmodelscale input, or modelscale keyvalue to scale the player down(or maybe even up). You could also try playing with the players hitbox size using the mins and maxs keyvalues, and there is even a keyvalue to adjust the players view offset, which is view_ofs I believe. My experience with using these entity values comes from use in older source builds, but they may be of use to you.

  • @Shad0Warp
    @Shad0Warp 4 роки тому +26

    Wow this actually made me want to port some of my favorites obscure maps from 1.6.
    Even tho it wont be as simple as just draging a file. Anyways ill give it a shot.
    Ty 3kliksphilip hopefully 2kliksphilip does not steal this idea 0_0

  • @LambdaHidden
    @LambdaHidden 4 роки тому +5

    Source Hammer has a tool for quickly replacing the textures. It's called "Convert from WAD" If I remember correctly. It replaces every texture in the map with one that has the same name. Found this out as I was porting bunnyrace_beta2.bsp

  • @extems7895
    @extems7895 4 роки тому +1

    I love how you separated the video by sections with the new resourse that youtube put in on the last update. Amazing work!!

  • @Terra101
    @Terra101 4 роки тому +69

    Omg i forgot how nice and clean the 1.6 maps were. My eyes just relax looking at it, compared to CS GO where my eyes hurt.

    • @aeronautisch
      @aeronautisch 4 роки тому +5

      You’re right.

    • @cafelatte1124
      @cafelatte1124 2 роки тому +2

      The pixelated far off backgrounds and overall emptiness give you that backroom vibes.

  • @nopepsi2day
    @nopepsi2day 4 роки тому

    I wish this tutorial was released 2 years ago when i had tried to port Santorini from CSO (not to be mistaken with FMPONE's version, it's different). I couldn't port it because i struggled to find a proper tutorial on this topic. I tried to recreate the map myself, brush by brush, but then realized that i messed up the size and players were so much bigger than in original, which made bombsites feel very small.
    But you know what? Now i found the exact thing i needed - the thing that would let me bring back my old favorite maps i always found very fun in terms of gameplay and impressive in terms of design and atmosphere. You brought me back into Hammer. And i can't thank you enough for this.

  • @hendrikdose2189
    @hendrikdose2189 4 роки тому +20

    Hey Phillip
    Do u write all the youtube subtitles yourself?
    Because u are one of the few channels i watch that have automatically activated subtitles

    • @furinick
      @furinick 4 роки тому +8

      Considering philip is philip he probably does. Although the automatic subtitles annoy me because i don't need or want it i wish i could automatically disable it everywhere
      That and disable title translations, it feels really wrong seeing a title in portuguese on a video that is english

    • @johnnymcaffery
      @johnnymcaffery 4 роки тому +1

      He does (as mentioned in another video).

  • @dealloc
    @dealloc 4 роки тому +1

    For anyone interested, I'll clarify why decompiling BSPs aren't reliable;
    Maps are created using Constructive Solid Geometry (CSG), which effectively carves holes into a void (the black nothingness). This operation is non-destructive and allows brushes to be moved without affecting each other. However, the geometry is not optimized for gameplay, so it needs to be compiled into a Binary Space Partition (BSP). This is done in multiple steps, but I'm just going to focus on CSG for simplicity, as this one is most relevant to decompilation. The BSP is an optimized tree, built from the geometry information by splitting up the geometry into smaller chunks, based on some parameters. It is also compressed by removing faces that aren't going to be visible at all, like when two faces touch each other. The game uses this information to know how to render the map on the screen. This is also what causes decompilation to be unreliable;
    When decompiling a BSP, you have a limited set of information that you can use to rebuild the CSG from. It's kind of like taking a cake that has already been baked and figure out its ingredients. A naive approach is just traversing the BSP tree and rebuild the CSG as crudely as possible (like the first clip showed with hollowed walls). Because BSP tree only contains information about the _faces_ of the brushes, it will output hollow boxes in CSG. This makes the decompilation fast, but highly imprecise.
    WinBSPC is a bit more sophisticated in that it _tries_ to make a compilable map file as much as possible (not always perfect). It does this by _guessing_ how the map constructed, based on some rules, decided by the programmer and often based on their best knowledge in level design-e.g. faces should be stitched into a single brush. This isn't always reliable, as not all maps a created with equal complexity and this can cause the decompiler to make some mistakes and errors. There's also the fact that not everything can be guessed without knowing how the original map was created, one of which is how brushes are constructed. Because faces, which touch one another, are split into multiple faces, the decompiler just reads them as-is without making assumptions.
    As to why the textures are off, it's likely that WinBSPC doesn't keep track of the texture UV when patching brushes and this may not shift the UV after the change.

  • @CosmoBubblegum
    @CosmoBubblegum 4 роки тому +58

    warowl: *func_vehicle intensifies*

  • @FrixAnims
    @FrixAnims 4 роки тому +1

    I love videos like this
    And not just that you upload quickly
    That always waste my time during quarantine

  • @teamakesgames
    @teamakesgames 4 роки тому +14

    10:27
    I'm pretty sure you can do OnMapSpawn !player addoutput modelscale (or something alike) 0.8 in a half life mod at least, idk how it would work in multiplayer though

    • @Xale007
      @Xale007 4 роки тому

      Yep, scaling props has been added recently in CS:GO, I'd said ~2 years

  • @MusabJilani
    @MusabJilani 4 роки тому +1

    As someone who plays both 1.6 and CSGO, I find this so cool! It would be really interesting to play classic maps with CSGO physics.

  • @gvulture1277
    @gvulture1277 4 роки тому +19

    I wish 1.6 was still active like the old days.

    • @_tobii
      @_tobii 4 роки тому +10

      But it still is? During quarantaine there are a lot of players, and services like FASCUP keep growing. (Oke its not like the old days, but its def not dead)

    • @HazardGibbz
      @HazardGibbz 4 роки тому +5

      Fastcup.net I'd check it out if you're still interrested in playing 1.6

    • @hexadecimal973
      @hexadecimal973 4 роки тому +1

      You have full servers on gametracker and kgb hosting

    • @nazmijeninaj2706
      @nazmijeninaj2706 4 роки тому +3

      Idont know about US ,but in Europe ther are alot of players who still play cs 1.6 (mostly ballkan) game is not dead!

    • @theobserver4214
      @theobserver4214 4 роки тому

      WACKOFLACKO That’s Russian. There’s 0 active NA pugs

  • @jesuschrist194
    @jesuschrist194 4 роки тому +1

    All of your videos, all of the music, they're BANGERS!!! they bring up feelings of nostalgia in me, as if I know the track from before, it feels SO VALVE/SOURCE to me, and I am a valve kid, I was raised on the orange box and other valve games, which are HL2, CS 1.6, lots of garrysmod, portal, all the 1.6 surf maps gun games and some TF2 in there too (until some trader pressured me and took all of my items, I was just a kid :D), the point is you bring up such great feelings in me with every single one of your videos and I enjoy the very logical approach you have to all of it and your humor, you're a gem!! I leave a comment on almost each of your videos because THEY'RE JUST THAT GOOD, so thank you Philip :) have a good one man

  • @TheJukkis
    @TheJukkis 4 роки тому +4

    I appreciate the amount of hours you put to this video and to the map itself. I could not ever see myself being this patient

  • @OG_Leoner
    @OG_Leoner 4 роки тому +2

    I will never do anything like this but i just enjoy watching this for no reason

  • @lychy645
    @lychy645 4 роки тому +10

    7:00 There’s an option in the ‘File’ menu in the top left called ‘Convert from WAD to VMT’ which should do this step

    • @derpycat9347
      @derpycat9347 3 роки тому

      the texture image files are vtf's

  • @FrancSchiphorst
    @FrancSchiphorst 2 роки тому +1

    I ported fy_mini_dust from 1.6 to cs source. I imported and bit by bit replaced it with new stuff and moved old stuff out of view. Then started stealing stuff from dust2, built a skybox and ended up with all new stuff. But yeah a long and fun journey :)

  • @512TheWolf512
    @512TheWolf512 4 роки тому +4

    CS 1.6 will always have a very special place in my heart, and will always be pretty. I grew up on the thing

  • @Joeleo
    @Joeleo 4 роки тому

    Both your commentary and video structure are made so effectively. This is good content, nice work man. Subbed!

  • @smikkelbeer6352
    @smikkelbeer6352 4 роки тому +126

    The real title is dsds 3

    • @shashwatroy1442
      @shashwatroy1442 4 роки тому

      What is dsds 3

    • @Kapin05
      @Kapin05 4 роки тому +5

      @@shashwatroy1442 He accidentally titled the previous video "dsds 2"

    • @not2hot99
      @not2hot99 4 роки тому +5

      @@Kapin05 that was his project name im pretty sure

    • @Kapin05
      @Kapin05 4 роки тому +1

      @@not2hot99 yes, and he forgot to change it when uploading, which is how we know that

    • @not2hot99
      @not2hot99 4 роки тому

      @@Kapin05 ye

  • @appleburger285
    @appleburger285 3 роки тому +1

    2:24
    English captions: RUNNIN IN THE 90s

  • @segfault-enjoyer
    @segfault-enjoyer 4 роки тому +3

    8:50 YES GIMP WOOO
    plis make a toturial series about it

  • @Kakhi.
    @Kakhi. 4 роки тому +1

    0:15 is one of the trippiest Zolly shots I have ever seen lmao

  • @rifqihatta
    @rifqihatta 4 роки тому +36

    I don't see any difference, my CS looks like this on my toaster

  • @kakyoinnoriaki3860
    @kakyoinnoriaki3860 4 роки тому

    3 kliks
    1: opening browser
    2: clicking on video about unity
    3: noticing in sidebar Philip uploaded something new

  • @irunasoft
    @irunasoft 4 роки тому +139

    nO oNe:
    Core 2 duo Players: mAyBe lIKe ThIs I wiLl geT stAble 21 fPS

  • @HumanBeanOfficial
    @HumanBeanOfficial 3 роки тому +2

    I think someone hit a kill switch after this video ended- it was Christmas Eve and 30 seconds after it ended we lost power.

  • @thenixaless7493
    @thenixaless7493 4 роки тому +3

    The vid I always wanted...
    Thank you

  • @lukakresoja5297
    @lukakresoja5297 4 роки тому

    I do not even play csgo anymore , but still wach your videos. They provide a entertainment that is still there even without the excitement for my next mapping project and a good reference on what is happening in csgo

  • @CavCave
    @CavCave 4 роки тому +19

    *PETITION FOR PHILIP TO RENAME THIS TO "dsds 3"*

  • @alexanderf.5288
    @alexanderf.5288 4 роки тому

    i ve been watching your videos for about 5 years now and i dont know why but videos like this remind me why im watching you. Csgo mapping must be the topic that couldnt be less interseting for me but your way of making videos seems to make everything interesting ... I dont get why but i love it

  • @bobbob5313
    @bobbob5313 4 роки тому +7

    When I downloaded and played cs:co I had different map options such as dust 2 and mirage.

    • @Woldhardestgamer
      @Woldhardestgamer 4 роки тому +3

      Lol wat

    • @Repz98
      @Repz98 4 роки тому

      Same

    • @kinoute
      @kinoute 4 роки тому

      They were using the CSPromod maps. They decided to redo all the things.

  • @LizzieBeezie
    @LizzieBeezie 4 роки тому +1

    OMG for all those years i was searching youtube for someone to do this and here you do it.

  • @heroix9840
    @heroix9840 4 роки тому +3

    i always go out of my way to like videos you put up with sponsorships, glad to see you taking more opportunities.

  • @-Mopo
    @-Mopo 4 роки тому +1

    100% sure that I will never port a 1.6 map to GO but still gonna watch the video. love ya, Philip

  • @Predatorxdd
    @Predatorxdd 4 роки тому +4

    Now you just have to release a version with up-scaled textures ;)

    • @stevethepocket
      @stevethepocket 4 роки тому +2

      You joke, but there's already a mod for Half-Life that replaces all the textures with AI-upscaled ones. It doesn't look half bad. I forget if they said what upscaler they used specifically, but I'm curious to see what the result would be like for this project.

  • @toastbrot97
    @toastbrot97 4 роки тому +1

    I feel like in some areas your custom lighting looks even more retro then the original. I like it tbh

  • @xlpro68
    @xlpro68 4 роки тому +3

    0:33 No one noticed the actual and animal mouse on the table

  • @FiltiarnYT
    @FiltiarnYT 4 роки тому +1

    This looks so Unreal Tournament, it's so cool!

  • @h3nder
    @h3nder 4 роки тому +3

    "This mod only has Inferno"
    Wait there are other maps?

  • @poke548
    @poke548 4 роки тому +1

    *You can actually maintain the original intended materials and such for Half-Life textures!*
    While it is in many ways (though, in my opinion, mostly subjectively) an inferior port, Half-Life: Source _does_ come with Source Engine compatible .vmt files. As someone working on a Black Mesa/Xen-themed map for Half-Life 2: Deathmatch (which I recently found out still has an active community) this has been incredibly valuable. Just pull the .vmt and any associated .vtf files over, paste in the new path for things like $basetexture and various surface maps, and I've got faithful recreations of old Half-Life materials with the exact parameters Valve intended.

  • @wintermute701
    @wintermute701 4 роки тому +3

    6:15 Unfortunately, there is no combination of tools that gives a perfect result. When the BSP tree is being generated, all brushes are converted to a single set of planes. Wherever those planes intersect, vertices or edges occur and make up the map geometry. In this process, a lot of information is lost, thus making it impossible to regain the original brushwork accurately. I've had this idea of building an AI-assisted tool and feeding it tons of "sane geometry" and decompiled versions of that geometry. Perhaps an AI-assisted BSP decompiler could give better results, but I kinda doubt it.
    6:41 That is not quite right. The vast majority of pre-Source CS maps didn't use any models. However, there is one exception (that I know of) and it is the rather obscure map de_airstrip, where airplane models are used. Back then, models were handled similar to sprites (and even used an entity called cycler_sprite). This meant that there were no model collisions and mappers had to build "invisible" brushwork around the model to get proper collision and wallbanging behavior. So building an actual model was mostly a waste of time considering one had to build detailed brushwork one way or the other.

    • @maggot223
      @maggot223 4 роки тому

      So you building a brand new decompiler which give more accurate result?

    • @wintermute701
      @wintermute701 4 роки тому +1

      @@maggot223 Not at the moment, but it would be an interesting thing to try.

    • @maggot223
      @maggot223 4 роки тому

      @@wintermute701 That seems promising ,Can we talk about this in more "personal"?

    • @hoovypootisman1957
      @hoovypootisman1957 2 роки тому +1

      im curious then, why does decompiling provide relatively good results in source engine games compared to goldsource? if they both use the same bsp filetype then they have to be similar in structure?

  • @bobiszack2768
    @bobiszack2768 4 роки тому +2

    Please make more sdk videos! They're some my favorite videos on UA-cam! They even got me into mapping!

  • @devinarato69420
    @devinarato69420 4 роки тому +4

    You deserve way more subs for the level of effort you are putting into your vids.

  • @nay0r
    @nay0r 2 роки тому

    i tried this a few times in the past, it was honestly easily to just use the decompiled map as a base for positioning and sizes etc, and just remake from scratch with perfectly clean brush work

  • @Jetiix
    @Jetiix 4 роки тому +4

    Nord VPN literally just got leaked and people in my discord confirmed we can use the emails and passwords as if they were ours

    • @gfr9109
      @gfr9109 4 роки тому

      If ou're talking about the Panama thing, that leak is at least a month old.

  • @Gaga4Parma
    @Gaga4Parma 4 роки тому +1

    You should port Tuscan to CS:GO, you would be even more beloved then you are now by the community.

  • @Killbayne
    @Killbayne 4 роки тому +4

    3:08 looks like the subtitles included a removed bit of the video.

    • @Gemesil
      @Gemesil 4 роки тому

      No? or maybe Philip already fixed it?

  • @luverca9004
    @luverca9004 4 роки тому

    There is something to be said about the fact that these videos are reliably interesting and enjoyable to watch for someone who doesnt play counter strike at all

  • @universedawn4202
    @universedawn4202 4 роки тому +3

    Where is the "to be continued" episode on going low in cs go @ peace !!!!

  • @VOKZEL
    @VOKZEL 4 роки тому +1

    My suggestion to fix the player height problem from CS 1.6 to CS:GO would just to enable texture stretching in Hammer and then press CTRL+M and then scale everything up by 1.125. I think that would fix the problem.

  • @semiotik_musik
    @semiotik_musik 4 роки тому +17

    Just upscale the cs 1.6 map file, easy.

  • @paliszarok
    @paliszarok 12 днів тому

    I always come back to this video even years after. So nostalgic for me for some reason.

  • @csgochicken
    @csgochicken 4 роки тому +11

    Somebody has to port as_oilrig as a meme xD

    • @Grizzlywer
      @Grizzlywer 4 роки тому +3

      best map ever made

    • @Otakumanu
      @Otakumanu 4 роки тому +2

      I have been working on it for a few months now, progress has been slow due to many projects on my end (and prodigy having greater priority).

  • @Adventurer32
    @Adventurer32 4 роки тому +1

    Day 17 of asking for the minecraft series although now that I think about it I did do a few of these at 3am so... it's possible it's day 16 or 18, however, it also varies where you are in the world, so that's another 24 hour window. So you could even say 15 or 19. But you also have to remember that 24 hours is only enough for one day forward, OR behind, not both. So assuming day 17 starts in the MIDDLE, it's either day 16, 18, or 19.

  • @Youngberries
    @Youngberries 4 роки тому +3

    "NordVPN also works in China with Netflix" Underrated Joke XD

  • @pythius2991
    @pythius2991 4 роки тому

    the only UA-camr to make a sponsorship entertaining

  • @roennev
    @roennev 4 роки тому +9

    "The oldest version of Counter-Strike, 1.6" What about 1.3 ?

    • @GameBacardi
      @GameBacardi 4 роки тому +6

      "oldest version" what you can buy and play from Steam...

    • @ydurxtfuhicyx
      @ydurxtfuhicyx 4 роки тому +1

      What about Action Quake 2?

  • @512TheWolf512
    @512TheWolf512 4 роки тому +2

    1.6 will always be the most charming game to me. it just feels right

  • @greed8765
    @greed8765 4 роки тому +7

    Now you have to ai upscale these maps

  • @sulphurous2656
    @sulphurous2656 4 роки тому +1

    6:38 It's a wonder that they didn't bump into the 32768 face limit for brushes like we do increasingly often these days.

    • @igorthelight
      @igorthelight 4 роки тому

      32767 is just a maximum number that can be stored in a 16 bit integer.
      01111 1111 1111 1111 = 32767
      Modern engines could use 32 bit integers instead.

  • @Gepedrglass
    @Gepedrglass 4 роки тому +6

    Damn! Just about to walk my dog.
    She can wait.

    • @lodufka4285
      @lodufka4285 4 роки тому

      @kyle the r/woooosh

    • @Kapin05
      @Kapin05 4 роки тому +2

      @@lodufka4285 you live up to your name

    • @lodufka4285
      @lodufka4285 4 роки тому +1

      @@Kapin05 Yes I do

  • @assy_rain6413
    @assy_rain6413 4 роки тому +1

    2kliksphilip and 3kliksphilip should do a crossover

  • @Gakax
    @Gakax 4 роки тому +3

    Before we continued funeral, i'd like to thank our sponsor *Nord Vpn*

    • @chadlee3401
      @chadlee3401 4 роки тому

      Hide your coffin for only 8 dollars a month!

  • @Junior_VT
    @Junior_VT 4 роки тому

    Last year I was given the opportunity to port avanti from TFC. It's pretty much perfect in every way and it has become my baby.

  • @Fl0yd-
    @Fl0yd- 4 роки тому +4

    But philip ... I play CO daily when I’m bored and it has many maps and other stuff
    What version did you install?

    • @TheJanzap
      @TheJanzap 4 роки тому +3

      He probably got access to the steam version that the CO team is currently developing

  • @DualPerformance
    @DualPerformance 4 роки тому

    5:00 everything that you explained is very accurate, I do CS maps in Fornite Creative mode, and even with those easy tools inside the game, still is hard to make the map accurate

  • @borislav1212
    @borislav1212 4 роки тому +4

    now upscale everything to 4k

  • @SandwichINCereal
    @SandwichINCereal 4 роки тому +1

    I need the lore behind the sun flare in every thumbnail

  • @Hypn1c
    @Hypn1c 4 роки тому +3

    why nord vpn? i didnt think you'd scoop this low to get sponsored by *them*

  • @error17_
    @error17_ 4 роки тому

    i love it. i noticed the vent texture i think needs to be centred horizontally