Thursday, February 19, 2015

Converting Counter Strike 1.6 .bsp files to CS:GO Source SDK format

    In this post I will explain how to decompile GoldSrc .bsp map file and import it in the Hammer Editor for Source Engine. By following this tutorial you will learn how to easilly port your favorite 1.6 maps for Counter-Strike: Global Offensive.
    In my fy_iceworld_origins map I've used this method to get the original map’s architecture for my project. Valve Hammer editor supports several file formats, including .rmf and .map. After some testing, I realized that importing process should consist of 3 steps.
  1. First step is decompiling original .bsp file and converting it into .map format. After several fails, I've found the utility, which does its job well. It is called BspTwoMap v1.4. Download it and after unpacking the archive just drag-and-drop your .bsp file on the .exe. The utility will automatically create .map file in its directory.
  2. Second step. Unfortunately you can't just export your .map file straight into Source Hammer Editor, so we need this step to make all the things work. That is why we will convert our .map file into .rmf format. For doing this, we need to get the old Hammer Editor for GoldSrc engine. Just import your .map file in Hammer, save it as .rmf and we're done.
  3. Final step. Open your .rmf file with Source SDK Hammer and you'll get something like this:


    As you can see, there are no textures on the map, the triggers and entities don't work properly, the brushes are sometimes fragmented and there are also quite many leaks. However the original maps geometry is preserved, so we can use it for further work.

Tuesday, February 17, 2015

Awp_map2 for Counter Strike: Global Offensive.

Awp_map_2 remake for Counter-Strike: Global offensive
Remake of CS 1.6 awp_map2 for the Source Engine. As close to original as possible. Enjoy and have fun!

Description:
Map name: Awp_map2_origins
Players: 32
Game modes: Classic, Arms race, Deathmatch, Custom

Features:
- Original textures from 1.6 map
- Tweaked lighting
- Different player skins for each team
- Custom radar

Credits:
Made by - loshadka
Orinial 1.6 map - unknown hero

To download the map:
Subscribe to awp_map2_origins in Steam Workshop
Download original bsp - soon

Sunday, February 8, 2015

Fy_iceworld for Counter-Strike: Global Offensive

fy_iceworld For counter-strike global offensive
Remake of CS 1.6 fy_iceworld for CS:GO. Original maps architecture and textures are transfered to the Source Engine. Authentic iceworld experience guaranteed.

Description:
Map name: fy_iceworld_origins
Players: 24
Game modes: Classic, Arms race, Deathmatch, Custom

Features:
- Original textures from 1.6 map
- Tweaked bullet penetration. Now AK, M4A1, AWP and M249 are able to shoot through brick walls.
- Improved lighting
- 4 player skins for each team
- Snowfall
- Custom radar

Credits:
Made by - loshadka
Orinial 1.6 map - Fantasy

To download the map:
Subscribe to fy_iceworld_origins in Steam Workshop
Download original bsp - soon




First project. Remaking a classic Sounter-Strike 1.6 map for CS:Go Source engine


   The last two years I`ve been watching how Counter-Strike:Global Offensive is developing and finally decided to buy it. After about 80 hours of gameplay I've noticed that the game itself seems very similar to it's predecessor - Counter-Strike 1.6. The developers tried to bring all the things we loved in ye olde 1.6 to Source Engine. They've also added so much new stuff to the game, so now it looks up-to-date.
    However, there was one thing I missed in CS:GO - fun pvp maps, that we had played on public servers in the times of Internet cafés. After downloading several maps from workshop and checking out the community servers, I've decided to make my own thing. 

That's how my first project started!


Remake of fy_iceworld map for Counter-Strike: Global offensive. 

Having absolutely no experience in creating maps for Source engine, the first thing that I did was researching Google and Valve Developer Community. After spending n+1 hours reading, I've made an approximate working plan for my project: 
  1. Decompiling an original.bsp file and importing it in CS:Go Hammer editor.
  2. Rebuilding maps architecture to avoid leaks
  3. Making a skybox and light enviroment
  4. Adding players and weapons entities to map
  5. Extracting textures from .wad files and importing them to Hammer editor. 
  6. Making materials and applying textures
  7. Creating the mapname.kv file to set the player models
  8. Making a custom radar. 
  9. Creating the mapname.txt description file and uploading the map to the steam workshop.
I've decided to write this blog while learning the map modelling in Hammer editor. Here I will post my releases, developer notes and tutorials for begginers to make their own maps. If you're a professional source engine developer, skip the tutorials and go directly to the map release.

Yours trully, 
loshadka