Getting CS 1.6 Maps into CS:GO
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- Опубліковано 4 чер 2024
- This video is sponsored by NordVPN - get 70% off for $3.49/mo, plus an additional month FREE at nordvpn.com/kliks
European server - type in console: connect 173.199.107.177:27015
US server - type in console: connect 68.232.164.85:27025
CS 1.6 Nuke - steamcommunity.com/sharedfile...
CS 1.6 Train - steamcommunity.com/sharedfile...
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0:00 - Intro
2:23 - Reasons for porting old maps
3:10 - How to port old maps
6:54 - Textures
9:44 - Other stuff
11:16 - Lighting
12:38 - Conclusion - Ігри
thank god for his shower thoughts, or we would not have these videos.
Are player models gone after Shattered web is over?
Edit:*Custom* player models
@@h1stacean No, they aren't.
Imagine if his shower broke one day. Frightening
RetailRadioTV how to port a shower from broken to fixed
Is this his shirt shower thought 😂
I love how he refers to 2kliksphilip as a separate entity.
because they are two different people, duh.
They're different people dum dum
2kliksphilip is a separate entity, so I also love how he refers to him as such, but why are you mentioning it? I don’t mention how people call other people other people, smh
IS THAT A MOTHERFUCKING JOJO REFERENCE Yeah... probably cause 2kliksphilip is 3kliks twin brother lol. But a lot of people miss that, so no worries hahaha
It would pretty weird if he didn’t though. They really should collab more though.
No dsds 3? How similar to some other series related to Valve
we need to wait 15 years
Wut does dsds 3 mean
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.
@@notajtag4568 THANKS
Ah yes...
No day of defeat 3! Those rascals
You and 2kliksphilip should definitely collab sometime. He 's pretty creative and he can juggle.
hh n.mjjh
.
Where is
Dsds 2: Episode 1?
Dsds 2: Episode 2?
Dsds: Philips?
More like "dsds: phylip"
What is dsds?
@@surunei dsds
@@albertpirelius how didn't I know that I'm stupid
james dsds
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.
8:40 "I had to photoshop blue out of these." Next frame - Gimp. Mad lad.
siema
But its still photoshopping
@@SandlyCut no its gimping
gimp is the blender of photo editing software
@@SandlyCutnah m8
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...
Oh my God, that actually makes sense that Arkane made it. They really like physics and kicks, don't they?
i was expecting dsds 2 : episode one
xD
Can some1 explain me what is dsds please?
@@adammarty8788 he accidentally named a video dsds1 (now renamed) and made the following video dsds 2, now is meme
@@infernity2526 OK thanks you for the reply
Blaze i think they’re placeholder names, not accidents
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.
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!
what map?
Good luck my friend!
@@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.
@@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
@@0sac Could you upload a video? I'd love to see that! Castle Wolfenstein was my childhood!
Have you ever looked into Wall Worm, to import 1.6 maps into 3DS Max and then export them for CS:GO?
What about entities
@@boreal3255 Well just place them manually were they were in the original and you'll be all good.
@@bd9129 I don't actually know if you can port maps with wall worm, i was just suggesting a solution to the entities.
Good job man you got a sponsor.
You really earned one.
your pfp reminds me if the houndeyes from half life 1
He has had so many sponsors before,too,mate. He truly deserve it, tho
@@blukat9903 it actually does!
I love the shots of the Office computers in the sponsor section!
You've made 1.6 nuke look sooo good, love it.
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.
That'd turn the map into an off-grid mess, though. and it would slightly slow down the time to go literally anywhere.
@@randomcatdude If you have a better way of fixing it, I am all ears, my friend.
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?
Wait. You didn't upscale the textures!? I feel betrayed :(
Shuuush don't spoil the next video
All that training, and for what!?
:(((((((
:(
Why should he have done that?
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.
@@8BEATER1 :thonk:
@@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
@@P0150Ngmod cringe
Quake 2 engine is basically Quake 1 engine with hardware acceleration added
@@silentfilms7459 because of hw acceleration)
Wow the nostalgia really hit me hard.
Thanks Philip for everything.
Michael
@@obeseperson Sup
02:13 upscaled WinRar icon?
Rule 69 if it exists theres an upscaled version of it.
Wow yeah
oh boy
@@test-yr4gs adult content just got better
@@test-yr4gs even the upscaled versions have upscaled versions, it's recursive!
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.
goldsource('s weird) bsp that is, not source's
@@tauon_ well the same thing applies to both BSP versions
@@bonkmaykr bspsource gets it more right than that tool does though
wished this was dsds2: lost coast
hola
@@professionalretard386 hola?
@@professionalretard386 hola muzska
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
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.
‘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
“Insert quote about dsds 3”
I love how you separated the video by sections with the new resourse that youtube put in on the last update. Amazing work!!
Both your commentary and video structure are made so effectively. This is good content, nice work man. Subbed!
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)
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
dude i love your videos so much thank you wouldnt mind anything about these classic maps, a lot of wihch or unknown to the majority
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 ;)
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
@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.
I will never do anything like this but i just enjoy watching this for no reason
Pretty nice work, research, and editing! Thanks for that
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.
You’re right.
The pixelated far off backgrounds and overall emptiness give you that backroom vibes.
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
Yep, scaling props has been added recently in CS:GO, I'd said ~2 years
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.
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
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
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
He does (as mentioned in another video).
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
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.
OMG for all those years i was searching youtube for someone to do this and here you do it.
warowl: *func_vehicle intensifies*
func_vehicle
It is a right, not a privilege!
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
the texture image files are vtf's
i love it. i noticed the vent texture i think needs to be centred horizontally
I love videos like this
And not just that you upload quickly
That always waste my time during quarantine
The real title is dsds 3
What is dsds 3
@@shashwatroy1442 He accidentally titled the previous video "dsds 2"
@@Kapin05 that was his project name im pretty sure
@@not2hot99 yes, and he forgot to change it when uploading, which is how we know that
@@Kapin05 ye
i always go out of my way to like videos you put up with sponsorships, glad to see you taking more opportunities.
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
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
CS 1.6 will always have a very special place in my heart, and will always be pretty. I grew up on the thing
I wish 1.6 was still active like the old days.
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)
Fastcup.net I'd check it out if you're still interrested in playing 1.6
You have full servers on gametracker and kgb hosting
Idont know about US ,but in Europe ther are alot of players who still play cs 1.6 (mostly ballkan) game is not dead!
WACKOFLACKO That’s Russian. There’s 0 active NA pugs
Nothing to say other than I really enjoy the video. Really makes me want to start to learn CSGO map making.
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
nO oNe:
Core 2 duo Players: mAyBe lIKe ThIs I wiLl geT stAble 21 fPS
Hahahaha, good times
Celeron*
Why r u attak me
Me on bigger maps in csgo:
3 fps take it or leave it
The vid I always wanted...
Thank you
Great work! Really enjoyed this video :)
Please make more sdk videos! They're some my favorite videos on UA-cam! They even got me into mapping!
8:50 YES GIMP WOOO
plis make a toturial series about it
paint.net gang
Now you just have to release a version with up-scaled textures ;)
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.
It surprised me you didnt put LOTS of breakable stuff (or did you?...hehehe) Nice video man!
So happy you get sponsors now bro
You deserve way more subs for the level of effort you are putting into your vids.
0:33 No one noticed the actual and animal mouse on the table
You have done a very good job, ty again for all your work 😁
its an incredible effort and I salute you. But the model size in cs go screws up some fun stuff on the map. My 2 faves were being able to crouch jump down the vents- super slick and fast really hard for ct to shoot you. Also in radio room you could crouch jump from the antenna on to the light bulb. sadly those model sizes deny this lovely feature. still i enjoyed testing the map out in cs go. thanks for your effort :)
I also messed about with hammer map editor and created some FY maps back in the day. your far more skilled than me but i like hearing about how you did this map :)
I don't see any difference, my CS looks like this on my toaster
*PETITION FOR PHILIP TO RENAME THIS TO "dsds 3"*
I remember when I first got into map making on CS 1.6 back in the early 2000's. Valves hammer editor wasn't actually too difficult to learn, and I made some interesting surf and zombie maps which was featured on a popular server which made 14 year old me proud.
Now this was many years ago and I don't remember much of it now, but I do remember it being very tedious to say the least. But hot damn was it fun to enjoy maps you made with others.
the only UA-camr to make a sponsorship entertaining
When I downloaded and played cs:co I had different map options such as dust 2 and mirage.
Lol wat
Same
They were using the CSPromod maps. They decided to redo all the things.
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.
So you building a brand new decompiler which give more accurate result?
@@maggot223 Not at the moment, but it would be an interesting thing to try.
@@wintermute701 That seems promising ,Can we talk about this in more "personal"?
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?
Nice, I wanted to make hl2 maps with trenchbroom (which doesnt support vmf at this time, only quake1/2/3 and half life .map files) so this is very useful for me :)
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
3:08 looks like the subtitles included a removed bit of the video.
No? or maybe Philip already fixed it?
"This mod only has Inferno"
Wait there are other maps?
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.
I like the chapter feature in the UA-cam timeline now. Really helps me skip ahead to the good parts :)
You say that as if there's such a thing as a bad part in a 3kliksphilip video
Where is the "to be continued" episode on going low in cs go @ peace !!!!
But philip ... I play CO daily when I’m bored and it has many maps and other stuff
What version did you install?
He probably got access to the steam version that the CO team is currently developing
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.
Great job. The nostalgia is real. 👍
Nord VPN literally just got leaked and people in my discord confirmed we can use the emails and passwords as if they were ours
If ou're talking about the Panama thing, that leak is at least a month old.
Somebody has to port as_oilrig as a meme xD
best map ever made
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).
Thank you for still mentioning the custom player models! Really hope something gets done about them! :c
I feel like in some areas your custom lighting looks even more retro then the original. I like it tbh
Just upscale the cs 1.6 map file, easy.
"The oldest version of Counter-Strike, 1.6" What about 1.3 ?
"oldest version" what you can buy and play from Steam...
What about Action Quake 2?
This looks so Unreal Tournament, it's so cool!
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
Now you have to ai upscale these maps
"NordVPN also works in China with Netflix" Underrated Joke XD
He thinks people in china watch Netflix?
we do similar but we import csgo maps into a vr game called pavlov. just finished new vertigo and new cache. Being fully immersed in vr inside of a csgo map is amazing.
What I like to do with textures the few times I've ported something (mostly from Revelations 2012 to Left 4 Dead 2) is to compile the map, then look at the BSP part of the compile log for the materials, rather than hunt through the map manually.
Damn! Just about to walk my dog.
She can wait.
@kyle the r/woooosh
@@lodufka4285 you live up to your name
@@Kapin05 Yes I do
now upscale everything to 4k
I like how you separated the video into "intro, reasons for porting old maps" and etc, keep it up.
great stuff as always