Mapping

Руководства по настройке серверов CS 1.6, исправлениям, разработке плагинов и администрированию.

22 Руководства

Decompiling a BSP: What Works and What Breaks

How BSP decompilers reconstruct a .map from a compiled GoldSrc map, why the result has off-grid vertices, lost entity keyvalues and damaged brushwork, and the ethics of only decompiling your own maps.

Packaging a Map for FastDL (bsp, res, wad, models)

The exact folder layout for shipping a CS 1.6 map over FastDL: the bsp, its res manifest, external wads, models, sounds and sky, mirrored under cstrike.

Lighting a CS 1.6 Map (light and light_environment)

How GoldSrc lighting works: point lights, spotlights, the single light_environment sun tied to your sky, texture lights, and why hlrad bakes it all into lightmaps at compile time.

Setting Up Sky and Sunlight (light_environment + Skybox)

How to light an outdoor CS 1.6 map with a single light_environment, aim the sun with angle and pitch, and set the skybox name so gfx/env files render.

Creating a Custom WAD with Wally

How to build a GoldSrc texture WAD in Wally: the 16-color-per-transparency rules, the 16-pixel dimension requirement, blue transparency and {\ textures, and getting the WAD into your map without the missing-texture error.

Valve Hammer Editor 3.5 Setup for CS 1.6

How to configure Valve Hammer Editor 3.5 for Counter-Strike 1.6: game configuration, the FGD, the WAD list, the ZHLT/VHLT compile tools, and the run map paths.

Creating Bomb Sites (func_bomb_target and info_bomb_target)

How to make a de_ map's bomb sites work: the brush func_bomb_target versus the point info_bomb_target, the func_buyzone the Ts need, and info_map_parameters to control bomb rules.

GoldSrc Map Optimization: The Complete Checklist

A practical pass-by-pass checklist for keeping a CS 1.6 map fast and inside engine limits: NULL, func_detail, VIS, hint brushes, texture scale and clip hulls.

Adding Player Spawns (info_player_start / deathmatch)

Which spawn entities CS 1.6 actually uses, how info_player_start and info_player_deathmatch map to CT and T, how many you need, and the placement mistakes that cause spawn kills and "stuck in wall" bugs.

Generating a .res File for Custom Map Content

What a .res file lists, why every custom model, sound, sprite and texture must appear in it, and how to build one with RESGen or by hand.

Adding Bot Waypoints/Graphs to Your Map (YaPB / POD-Bot)

How to give bots navigation on a custom map: the difference between YaPB graph files and POD-Bot .pwf waypoints, where each file lives, how to record nodes in-game, and how to auto-download community graphs.

Fix: 'Could not open wad file' During Compile

Why hlcsg cannot find a WAD referenced by the map, and how to correct the wad key paths, use relative paths, or copy WADs locally so the compile completes.