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.
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.
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 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
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...
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.
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.
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?
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)
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.
‘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
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.
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.
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 ;)
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.
@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.
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
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
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.
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
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.
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
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)
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
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 :)
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
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
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.
*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.
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.
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?
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
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
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.
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.
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
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 😂
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
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
You and 2kliksphilip should definitely collab sometime. He 's pretty creative and he can juggle.
hh n.mjjh
.
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.
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!
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
@@whirlingstars OK thanks you for the reply
Blaze i think they’re placeholder names, not accidents
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?
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.
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.
You've made 1.6 nuke look sooo good, love it.
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!
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?
Wow the nostalgia really hit me hard.
Thanks Philip for everything.
Michael
@@obeseperson Sup
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)
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
‘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
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.
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?
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.
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)
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!
“Insert quote about dsds 3”
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 ;)
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
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.
@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.
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
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
I love how you separated the video by sections with the new resourse that youtube put in on the last update. Amazing work!!
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.
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.
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).
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.
warowl: *func_vehicle intensifies*
func_vehicle
It is a right, not a privilege!
I love videos like this
And not just that you upload quickly
That always waste my time during quarantine
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
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 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
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
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 will never do anything like this but i just enjoy watching this for no reason
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 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 :)
CS 1.6 will always have a very special place in my heart, and will always be pretty. I grew up on the thing
Both your commentary and video structure are made so effectively. This is good content, nice work man. Subbed!
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
2:24
English captions: RUNNIN IN THE 90s
8:50 YES GIMP WOOO
plis make a toturial series about it
paint.net gang
0:15 is one of the trippiest Zolly shots I have ever seen lmao
I don't see any difference, my CS looks like this on my toaster
3 kliks
1: opening browser
2: clicking on video about unity
3: noticing in sidebar Philip uploaded something new
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
I think someone hit a kill switch after this video ended- it was Christmas Eve and 30 seconds after it ended we lost power.
The vid I always wanted...
Thank you
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
*PETITION FOR PHILIP TO RENAME THIS TO "dsds 3"*
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
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.
OMG for all those years i was searching youtube for someone to do this and here you do it.
i always go out of my way to like videos you put up with sponsorships, glad to see you taking more opportunities.
100% sure that I will never port a 1.6 map to GO but still gonna watch the video. love ya, Philip
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.
I feel like in some areas your custom lighting looks even more retro then the original. I like it tbh
0:33 No one noticed the actual and animal mouse on the table
This looks so Unreal Tournament, it's so cool!
"This mod only has Inferno"
Wait there are other maps?
*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.
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?
Please make more sdk videos! They're some my favorite videos on UA-cam! They even got me into mapping!
You deserve way more subs for the level of effort you are putting into your vids.
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
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.
You should port Tuscan to CS:GO, you would be even more beloved then you are now by the community.
3:08 looks like the subtitles included a removed bit of the video.
No? or maybe Philip already fixed it?
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
Where is the "to be continued" episode on going low in cs go @ peace !!!!
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.
Just upscale the cs 1.6 map file, easy.
I always come back to this video even years after. So nostalgic for me for some reason.
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).
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.
"NordVPN also works in China with Netflix" Underrated Joke XD
He thinks people in china watch Netflix?
the only UA-camr to make a sponsorship entertaining
"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?
1.6 will always be the most charming game to me. it just feels right
Now you have to ai upscale these maps
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.
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.
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
2kliksphilip and 3kliksphilip should do a crossover
Before we continued funeral, i'd like to thank our sponsor *Nord Vpn*
Hide your coffin for only 8 dollars a month!
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.
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
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 upscale everything to 4k
I need the lore behind the sun flare in every thumbnail
why nord vpn? i didnt think you'd scoop this low to get sponsored by *them*
i love it. i noticed the vent texture i think needs to be centred horizontally