Porting Content From Other Source Engine Games

Posted by on Mar 28, 2016 in Past Stories, Tutorials

Porting Content From Other Source Engine Games

Legal / Use of Community Assets Understanding the Source Engine File Structure Porting an Entire Game’s Content into Another Game Extracting Content from a Packed BSP File Porting a Single Texture Porting a Single Model Troubleshooting Ever wanted more content for your level? Well you’re in luck! Source engine has remained basically the same forever – content wise. Aside from additional features added in various updates and branches, most content is compatible with every game running on Source Engine. This means that if you want some consoles from Portal 2 in your Insurgency level, you can do that. Want some resupply lockers from TF2 in CSGO, we can do that too! Legal / Use of Community Assets Before we dive into harvesting other games and levels for their content, there is something that you need to know. Content theft is a real issue. Stealing content from other community creators is a scummy thing to do. So what is considered theft? Ripping content from community levels with out permission from the creator for release to the public. Using content created by other creators and you not giving credit for those assets. Please note that there are plenty of packs of content out there on the web for you to use. All most people ask is that you credit them for use of the content in your NON-COMMERCIAL release. Using content for commercial use (For example, making a profit) without the original creator receiving compensation. For instance I have various asset packs on my website. You can use them all you want for personal use, but if your CSGO level were to be included into an operation you will now be using them commercially, and you will need my explicit approval. If you do not get my approval your content is subject to removal and legal action can be taken against you. People have stolen content before and they have been banned as a result. http://www.pcgamer.com/counter-strike-global-offensive-weapon-skin-removed-after-dmca-takedown-notice/ https://steamcommunity.com/games/CSGO/announcements/detail/17510…. Okay, so what can you do with content? What is considered “Okay”? Porting from VALVe game to VALVe game. (CSGO <> Portal 2, CSS <> TF2, ect..) Personal use This basically means that you’re not releasing it. So if you want content from my levels, de_cruise, de_cache, or some other community level for internal / personal use. You’re basically not profiting from it. You’re not putting it on the workshop, or releasing it to the public. (Remember when you upload to the workshop you’re required to type I Understand to the terms.) Using community assets with explicit permission from the creator. Most asset creators are happy to share their work, just ask. Basically, put yourself into the asset creators shoes. That prop you’re porting could have taken hours to make, stealing it is a scummy thing to do. TL:DR, don’t be a jerk, ask for permission or make sure you’re within the terms that the creator outlines when...

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Hammer Tutorial V2 Series #25 “Hostage + Defusal Game Modes and Radar / Overviews”

Posted by on Feb 26, 2016 in Content, Past Stories, Tutorials

Hammer Tutorial V2 Series #25 “Hostage + Defusal Game Modes and Radar / Overviews”

Download: Tutorial 25 Radar Text File Template Template file for radar overviews in CSGO Version: Filetype: txt Size: 1.32 kB Download: Nvidia Normal Map Plugin for Photoshop (x64) This is a photoshop plugin that allows you to make normal maps inside of photoshop. Version: 8.55.0109.1800 Filetype: exe Size: 17.66 MB Download: Nvidia Normal Map Plugin for Photoshop (x86) This is a photoshop plugin that allows you to make normal maps inside of photoshop. Version: 8.55.0109.1800 Filetype: exe Size: 16.32 MB Direct Link to Nvidia DDS Photoshop Plugin on Nvidia’s...

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Custom Content Without Contamination

Posted by on Apr 15, 2015 in Past Stories, Tutorials

Custom Content Without Contamination

While creating a level for almost any game, you are most likely going to use some custom content. The issue is that for Hammer and the game to read this content it must be placed inside of the game’s folder. This can lead to you have content others don’t have, or you contaminating your “pure” game files. In Counter-Strike: Global Offensive having different files from the server will result in a kick from the server and temporary ban. We want the best of both worlds – we want Hammer to see the content, and we want to play online. Follow this guide to set up Content Without Contamination. This was written with Counter-Strike: Global Offensive in mind, but this does apply to all games that use custom content. This is really useful when you’re working with a team out of a cloud sync service. All members mount the same shared folder, and then have the same content. If you’re working on a single player game, or a mod that will ship VPKs this is not useful to you. This is only useful if you’re required to pack custom content into your BSP before shipping it. In this guide we’ll cover the system and practices I use to develop levels with my custom content. This includes: Organizing your content correctly. Mounting external content in Hammer. Automatically packing your level with all your custom content. Creating a project specific compile configuration. Sounds exciting? Because it is! Let’s get started. The first part is about getting the content into Hammer without getting the content into the game. Part 1 Move all your custom content into a dedicated “Project” folder somewhere on your computer. I suggest NOT keeping your level in sdk_content\maps. I HIGHLY SUGGEST keeping your project folder inside of a cloud storage folder such as: Dropbox, Google Drive, OneDrive, or any other popular provider. Here is an example for one of my projects. I use this structure for every project I start. Dropbox Level Design Portal 2 Garry’s Mod  CSGO Facade Osaka  Silo Concepts (Concept content is stored in this folder) Doors Halls Stairs Rooms Controls Misc Raw Content (Raw, uncompiled content is store here) Maps (VMFs, VMX, PRT, LOG, Ect..) Materials (PSDs, PNGs, JPEGs used in material creation) Models (3Ds Max, Maya, QCs, along with any other model related files) Resource (Any resource files, E.G. your level’s mini-map) Sounds (Any RAW sound files that are being edited) Scripts (Scripts, Nut files, various manifest files) Content (All sub-folders store their respective content to be used inside the game. Typically they would be copied into your games folders, possibly overwriting game critical data.) Maps Materials Models Resource Scripts Sounds (Optional) I suggest that you then scrub your game install folder then verify your game’s cache. This is to ensure that you’ve returned your game back to its full default content. Browse to your game’s exe folder. In my case this is: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive...

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