CS:GO just got material specific clips

Discussion in 'Mapping Questions & Discussion' started by sevin, May 4, 2016.

  1. sevin

    aa sevin

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  2. dryerlint

    dryerlint L5: Dapper Member

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    Gaahh, I ran into this problem a few weeks ago. There were metal stairs and I couldn't clip them because of the incorrect footstep noise :c

    Hopefully TF2 will get these soon!
     
  3. Three Million

    Three Million L5: Dapper Member

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  4. Pocket

    aa Pocket func_croc

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    It's not hugely important in TF2 though. CS:GO is a SURRIOUS game for SURRIOUS players so there's a TACTICOOL reason for needing to hear exactly what your enemies are walking on at all times.

    Then again, that's what people said about being able to see your own dynamic shadows way back in the beta... did Valve ever get around to adding that?
     
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  5. Yrr

    aa Yrr An Actual Deer

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    • extract the clip texture vmts with gcfscape
    • make new vmt from them called "toolsclip_metal" or whatever
    • add appropriate surfaceprop
    • ta-da you have material specific clips
    (people have been doing them this way forever and thats all these csgo ones will be)
     
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  6. Pocket

    aa Pocket func_croc

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    somebody keep me posted as to whether Valve updates all their stock maps to use these btw

    I'm gonna buy CS:GO just to play around with the editor but not until it goes on sale next time because I ain't paying $15 for a game I don't play
     
  7. worMatty

    aa worMatty Repacking Evangelist

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    A future version of ABS's ultimate mapping resource map would benefit from a set of clip/block bullets VMTs that use a variety of surface properties.
     
  8. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I think ABS tries to avoid including things that would need packing. This method/idea is nothing new (see: metal func_brushes for doors) so i suspect he would have done that anyway.
     
  9. worMatty

    aa worMatty Repacking Evangelist

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    Fair enough, then. Though the VMT files are less than a kilobyte in size and it doesn't matter if they aren't packed because it doesn't cause purple and black checkerboards and the default footstep sound is still heard. I have used the func_brush method before to cover metal steps but I prefer to keep the number of entities down, and stickies won't stick to them :-( I thought that standardizing these potential new tool textures in ABS' pack could encourage Valve to adopt them because of increased scrutiny on footstep sounds.
     
  10. sevin

    aa sevin

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    Sure, you could just make your own but you'd have to pack it. That'd take up a lot of space depending on how many different materials you use in your map.
     
  11. Yrr

    aa Yrr An Actual Deer

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    i mean its just a single vmt

    like 6 lines of text
     
  12. sevin

    aa sevin

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    You need the textures too. CS:GO has vmt's and vtf's for each material type.
     
  13. Yrr

    aa Yrr An Actual Deer

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    you only need them if you want them to look different but theyre invisible tool textures :T
     
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  14. Nicky

    aa Nicky Rotten Tops

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    I think having different textures would be useful within the editor, as you can differentiate between the materials. Like the texture saying "Play Clip Metal" "Player Clip Wood" instead of them all just saying "Player Clip".
     
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  15. Yrr

    aa Yrr An Actual Deer

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    ofc but you dont need to pack those since theyre just for the editor
     
  16. sevin

    aa sevin

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    Just because they're invisible doesn't mean they don't need to be packed. I'd bet if they weren't packed they would just function like regular player clip.
     
  17. Yrr

    aa Yrr An Actual Deer

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    no the VMT needs to be packed, the VTF doesnt (but no harm in doing so)
    the vmt tells it how to function and it just specifies a vtf to render for visuals, if theres no vtf but its not rendering anyway then it doesnt matter
     
  18. worMatty

    aa worMatty Repacking Evangelist

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    ABS can get away with providing altered tools VMTs (such as a version of Block Bullets that does not cut visleaves) because when the map is compiled, vis and collision data (as in clip volumes) becomes a part of the BSP and is no longer dependent on any VMT files. Footstep sounds are dictated by a material's $surfaceprop keyvalue, however, so for anything deviant from the default concrete sound effect, custom VMTs need to be included. But it's not crucial.
     
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