nyuuzyou/wikis huggingface dataset:
Counter-Strike 2 Workshop Tools/Audio Blocker

Category:Counter-Strike_2_Workshop_Tools
Audio Blocker is a texture that muffles sound based on the placement of the mesh with its faces textured with Audio Blocker and your Line of Sight "through" it to where the origin of a sound is. 
==Examples==
Map with two floors, it can be useful to muffle audio between the two floors. This is where a mesh with Audioblocker on it can come in handy.
This example has an audio blocker mesh that covers the entire ceiling of the first floor.
Without the audioblocker mesh, if you threw a Molotov on the second floor and were standing on the first floor you would hear the audio as if you were standing close by.
With it, if you throw that same Molotov and are in a position where your line of sight to the Molotov's origin is blocked by the AudioBlocker then it will result in a muffled audio of the Molotov rather than the full volume version like before. If you move to a point where your LoS is no longer blocked by the AudioBlocker mesh than you should be able to re-hear the unmuffled Molotov audio.
It may also be helpful to look at de_Nuke for an example of how Valve used this (Shown below using ). 
On Nuke, Valve put a BlockSound mesh underneath most of the maps ground mesh and left decently large gaps in it around areas where the player would transition to the lower level of the map.
==Differences between AudioBlocker and BlockSound==
Currently not known what the real difference is between these two textures. AudioBlocker has the "audioblocker" PhysicsSurfaceProperties and a CollisionProperty of "no_collision_block_sound" while BlockSound does not but does have the attribute "mapbuilder.blocksound" "1".
Counter-Strike 2 Workshop Tools/BreakableWindows

example model can be found in 
== Making base window model ==
=== Adding a root node ===
* add RenderMeshFile to model, cancel the file selection and press Keep on popup , It should appear as empty node, change RenderMeshFile Name to something like "window". This would be used as root node to add modifiers as child later. It should have the following parameters in inspector:
====RenderMeshFile====
::
Property Name	Value
Name 	window
Source file 	<none>
=== Adding box primitive ===
#add Mesh Operation Stack node as parent of RenderMeshFile
#add Box Primitive as child of Mesh Operation Stack , set desired `Box dimensions` (x-thickness,y-width,z-height), but keep `Position` at [0,0,0], for this example, use material
#add UV map planar custom stretch it so only single part of window texture fills model (you need to unselect this node and compile to preview how uv will look)
=== Adding physic properties ===
====PhysicsHullFromRender====
*add PhysicsHullFromRender with following properties:
::
Property Name 	Value
Surface Property 	glass
Collision Property	window
====prop_data====
*add prop_data with following properties:
::
Property Name 	Value
Base Prop 	Glass.Window
Allow As Static Prop	yes
Health 	1
This will make sure that the prop can be used as prop_physics
== Adding Break pieces to model ==
===Base setup===
Broken glass shards are done procedurally inside of modeldoc, to do that:
#add BreakPieceEmbedded to model.
#set the following properties:
::
Property Name 	Value
Ragdoll Applies Bind Pose Root	no
Collision Group 	Debris
Fade Time 	3
Essential Piece 	yes
Material Group Mode 	Inherit Material Index
Spawn Piece Motion Disabled 	yes
Piece Health Override 	0
*add empty RenderMeshFile as child of BreakPieceEmbedded same way as described in 1.1 of this tutorial, error should disappear. Name it something like "window_broken"
===Creating shattered glass model===
====RenderMeshFile====
::
Property Name	Value
Name 	window_broken
Source file 	<none>
*Add Mesh Operation Stack as child node
Now add the following operators to it:
=====Voronoi Plane Primitive=====
Uses voronoi noise to slice model
Example configuration
::
Property Name 	Value
Bounding Dimensions	[Copy from box primitive, leave x=0]
Material 	
Number of Points 	64
Random Seed 	2
Weld Distance 	0.5
Bias to Center 	0.1
Shrink Pieces 	0
Extra Border Points	1
Add center Vertex 	no
======Inflate======
Create Inflate as child node, used to give thickness to glass shards
::
Property Name 	Value
Inflation Amount	0.75
Build Sides 	yes
Build Backfaces 	yes
=====Select All=====
=====Assign Vertex Pivot Data=====
Used to assign material expressions to break pieces
== Creating custom glass material ==
Counter-Strike 2 Workshop Tools/CS2 Sky List

This is a list of skies, along with pictures of each skybox. Sun Angle, Color, Brightness, Indirect Light Multiplier, Sky Color, Sky Intensity, Sky IBL Scale, and Skybox Bounce Multiplier are all settings found in the light_environment of the map referenced in Example Map
Skybox Material is the name of the skybox vmat used by the env_sky of the map referenced in Example Map. Image shown does not necessarily represent actual skybox but is the image found using and decompiling the VTEX.
For most of the example maps, the env_sky is used as the Sky IBL Source inside of the light_environment which is then used to "Estimate Lighting from HDR Skybox" (Done by Right Clicking the light_environment, and going to Selected Entities>Estimate Lighting from HDR Skybox)
For more information on the light_environment entity in CS2 as well as the env_sky entity, please visit the CS2 Lighting Page
{| class="standard-table" style="width: 100%; text-align:center;"
|- style="position:-webkit-sticky; position:sticky; top:0"
! Example Map !! Sun Angle!! Color !! Brightness !! Indirect Light Multiplier !! Sky Color !! Sky Intensity !! Sky IBL Scale !! Skybox Bounce Multiplier
|-
! colspan="9"| s2_de_inferno_sky01
|-
| || 63 218 0 || || 3.2 || 1.75 || || 0.875 || 1 || 1.5
|-
! colspan="9"| sky_de_mirage
|-
| || 60 318 0 || || 3 || 1.3 || || 1 || 1 || 1.5
|-
! colspan="9"| sky_de_annubis
|-
| || 61 75 0 || || 6.35 || 1.4 || ||1.76 || 1 || 1.33
|-
! colspan="9"| sky_de_vertigo
|-
| || 61 53 0 || || 3.25 || 1.75 || || 1.65 || 1 || 1.5
|-
! colspan="9"| sky_de_nuke
|-
| || 60 25 0 || || 2.4 || 1.6 || || 2.2 || 1.1 || 2.6
|-
! colspan="9"| sky_cs_office
|-
| || 45 345 0 || || 0 || 1 || || 1 || 1 || 1
|-
! colspan="9"| cs_italy_s2_skybox_2
|-
| || 50 194 0 || || 4 || 1 || || 2.5 || 1 || 1.5
|-
! colspan="9"| sky_hr_aztec_02_lighting
|-
| || 49 42 0 || || 4 || 1.5 || || 2.5 || 1.5 || 1.25
|-
! colspan="9"| sky_de_dust2
|-
| || 50 43 0 || || 2.5 || 1 || || 0.96 || 1.2 || 1.7
|-
! colspan="9"| sky_de_overpass_01
|-
| || 51 69 0 || || 2.8 || 1 || || 1 || 1.4 || 2.3
|-
|}
==See also==
*List of Skyboxes
Category:Skybox
Counter-Strike 2 Workshop Tools/Installing and Launching Tools

The Counter-Strike 2 Workshop Tools are an optional free download included in Counter-Strike 2 and must be installed to create workshop items or addons. Unlike CS:GO Authoring Tools, which requires CS:GO purchased prior to 2018, or requires Prime Status, it is available for all users for free.
== Installing the Tools ==
* Right click Counter-Strike 2 in your Steam Library, and choose "Properties..." from the drop-down menu. 
* Navigate to the DLC tab and click the "Install" checkbox next to Counter-Strike 2 Workshop Tools. This will begin the download.
File:CS2WT_Installation_Tutorial_-_CS2_Properties.png|Click on Properties...
File:CS2WT_Installation_Tutorial_-_CS2_WT_DLC.png|Enabling Workshop DLC.
If you don't see the tools under DLC tab, relaunch Steam. There's a pending update that needs to be installed for the DLC to show up.
== Launching the Tools ==
* To launch the Workshop tools, press the "Play" button in your Steam library (or right-click the game in your library and choose Play).
* A dialog box should pop up with different launch options, Select "Counter-Strike 2 Workshop Tools".
Image:Creating_an_Addon-128485199.png|The Play Button
Image:CS2 workshop tool launch option.png|Launch Workshop Tools
Congratulations, you're in the Counter-Strike 2 Workshop Tools! Any existing addon projects you have on your PC will be displayed here.
== Create a New Addon ==
Now that you're in the tools, it's time to create your first addon, or begin with Level Design.
Category:Counter-Strike 2 Workshop Tools/Level Design
Category:Counter-Strike 2 Workshop Tools
Counter-Strike 2 Workshop Tools/Introduction

is a collection of tools for creating maps, mods and skins on for , it is currently freely available.
==Introduction==
First, you need to install Workshop Tools (see: Counter-Strike 2 Workshop Tools/Installing and Launching Tools)
After launching, you will see the main window.
You will see four main options there:
* Launch Workshop Item Tools
* Create New Addon 
* Edit Addon Map
* Launch Tools
==Quick overview==
===Workshop Item Tools===
After running Workshop Item Tools, a new window will appear.
On the left side we can see a list of example weapon finishes, stickers and graffiti.
When you create a new finish, it will automatically be assigned to the appropriate folder in the list.
From this window we can also inspect, preview, and publish our work.
===New Addon===
Creates new addon in . You only need to give it a name.
===Edit Addon Map===
When you select this option, two programs will run.
#
#
Both of which are necessary for creating new maps for 
===Launch Tools===
This option will launch from which we can access other tools.
This includes , , , , and .
Category:Source 2
Category:Counter-Strike 2 Workshop Tools
Counter-Strike 2 Workshop Tools/Level Design

__NOTOC__
== Getting started with CS2's ==
* Navigation
* Hammer Overview
* Basic Construction
* Creating Your First Room
* Prefabs and Instances
* Mesh Entities
* Lighting
* Visibility
* Addon Sounds
* 3D Skybox Creation
* Import Tool Documentation
* Post-Import Cleanup
* Hotspot Texturing
* Light Cookies
* SmartProps
* Compiles and Post-Compile Cleanup
==Guides==
* Audio Blocker
* Custom breakable windows
==References==
* List of CS2 Entities - List of Entities found in CS2.
* List of CS2 Maps - List of CS2 Maps (work in progress).
* List of CS2 Skyboxes - List of Skyboxes and their Light settings used in official CS2 maps.
* List of CS2 Soundscapes - List of Soundscapes found in CS2.
* Decompiled CS2 Maps - Decompiles of official CS2 Maps to be used for research.
* Source 2 Tools Textures - List of Tools Textures in Source 2 games, useful if you're confused about what a given texture does.
==External links==
* Source 2 Viewer - Formerly known as VRF; Is able to open VPKs, compiled vmaps and decompile compiled assets (including maps and materials).
* RadGen - Also known as Jimwood's Radar Generator; A program that is capable of generating radars similarly to the way Valve maps are styled. 
== Hammer Minimum Specs ==
Hammer now leverages GPU-Accelerated raytracing to both preview and bake lighting for maps, drastically speeding up compile times, even on lower-end hardware. As such, a GPU capable of raytracing is now required for Hammer to be fully functional. 
GPU Minimum Specs:
* GeForce RTX 2060 (or Quadro/Titan equivalent)
** 
* AMD Radeon 6600 XT (or other RDNA 2 cards)
* Intel Arc series (tested on Battlemage)
GPU Recommended Specs:
* GeForce RTX 2080 Ti+ (or Quadro/Titan equivalent)
* AMD Radeon 6800 XT+ (or other RDNA 2 cards)
* Intel Arc series (tested on Battlemage only as of Jan 5th, 2025.)
Category:Counter-Strike_2_Workshop_Tools
=== Hammer - Known issues ===
Counter-Strike 2 Workshop Tools/Level Design/Adding Water

== Introduction ==
It is assumed that you are familiar with Hammer for Source 2 and understand the basics of construction, mesh editing and texturing in Source 2 Hammer. 
If not, it is recommended that you read through HammerOverview and Basic Construction to get up to speed.
Water has been considerably upgraded in terms of visual quality for Source 2, however it's implementation within levels has changed very little compared to Source. For instance maps no longer need to be sealed from leaks to compile, this also means water and lighting will always compile correctly, even if there is a leak in your map. There is no longer 'cheap' and 'expensive' versions of water materials. 
Water is still defined by the material upon a surface rather than any mesh entities, however this does not mean that an entire mesh counts as a water volume
== Adding Water to your Level==
=== Creating the Mesh ===
# Using the Block Tool + , fill your desired location with water. You can create polygonal or complex meshes to define your water area but it is recommended that you keep your mesh as simple as possible and that the surface is flat. 
# Navigate to the Active Material panel and select Browse. This will bring up the Hammer Active Material Window.
# Browse for a water material. In the search field type: "materials/liquids/". This is where all of the water materials are stored.
# Switch to Face selection mode by selecting it in the top tool bar - or press 
# Click the face/s of your water surface. + to apply the active material to the selected face/s.
# With the surface face/s still selected, to invert the selction to the other faces in the mesh and . These faces are not required for water to function.
=== Blend Painting ===
In Source 2 there is now support for weight painting on water materials. This allows for opaque surface layers like algae(de_ancient), trash(de_overpass, de_inferno) or even foam(de_ancient, de_anubis, de_overpass) to be blended together on the water surface.
# + to switch to the Blend Painting Tool. If you have a blending material active you will be able to select a layer to paint with at the bottom the Painting section of the Tool Properties panel. If not, the panel will instead say The active material does not support vertex painting.
# At the top of the Tool Properties panel select Paint On - Selected Faces. 
# From here you can + to lift the material under the cursor. This sets the material as your active material and also selects the face for vertex painting - you can use this to select more than one face at a time.
# Now you can select which layer you want to paint with. and drag on your selected faces - these will be outlined in yellow.
You will not be able to paint the using the same channel across two faces with different materials applied to each of them. If you are painting across two faces, they need to have the same material.
== Additional == 
=== Notes ===
* Ensure players are able to walk out of the water volume. If the water level is too tall this will disable jumping for players partially/fully submerged.
Counter-Strike 2 Workshop Tools/Level Design/Smartprops

* Selection Criteria
* Filters
* Variables
* Operations
* Elements
==External links==
* GunnarKafel has made various custom smartprops such as Ladders, Vents, Pipes, Railings, etc all of which can be found on his github page but also linked here : https://github.com/GunnarKafel/smartprops .
* OrelStealth has created a custom Smartprop create various 3D letters for signage on maps and is allows you to choose from 3 different type of fonts. This can be found on one his github projects https://github.com/OrelStealth/vsmart-letters
* Twist has made SmartProp editor in hammer5tools app. Can be found here Hammer 5 Tools
Counter-Strike 2 Workshop Tools/Materials/Material Creation

Category:Source 2
Category:Counter-Strike 2 Workshop Tools
Counter-Strike 2 has many new shaders that all fit specific use cases.
== Common Counter-Strike 2 Shaders ==
*Csgo Complex - Usually used on props, or materials that need to be emissive.
*Csgo Environment - The goto material for world textures.
*Csgo Environment Blend - Used to blend two materials together.
*Csgo Glass - Shader to use on most glass surfaces.
*Csgo Static Overlay - Used to overlay textures on level geo.
*Csgo Foliage - Used for leafy materials.
*Csgo Simple 3layer Parallax - Used for a parallax effect on flat surfaces.
*Csgo Water Fancy - Water
*Sky - The sky.
Counter-Strike 2 Workshop Tools/Modeling

Counter-Strike 2 ships with two model editors in-engine. Model Editor is the legacy form of the two, which has been around since Dota 2's Workshop Tools, and ModelDoc, which is what Valve has been using internally since then. Valve has not provided much documentation on ModelDoc, but hopefully as the community digs their toes in more, they can find out more info on it. Please make sure to check out ModelDoc Editor to learn more about creating a simple model.
== Getting started ==
* Model Creation
* ModelDoc Editor
* Viewing Models
* Common ModelDoc Nodes
* Basic Box Model 
* Simple Static Prop
* Physics Prop
* Custom Character Basics
* Model Troubleshooting
 
== Advanced features ==
* Jointed Physics Prop
* Material Groups 
* LODs
* Breakable Props 
* Advanced Breakable Props
* Houdini Vertex Animation Export
* Animgraph
* Cloth Simulation
* .MDL Importer
== Supported model formats ==
* FBX
* DMX
* SMD
Category:Source 2
Category:Counter-Strike 2 Workshop Tools
Counter-Strike 2 Workshop Tools/Particles

== Enabling the Particle Editor ==
The particle editor is disabled in CS2 by default. To enable the particle editor, "game/bin/sdkenginetools.txt" and "game/bin/assettypes_common.txt" must both be edited.
In sdkenginetools.txt, delete the lines from "m_ExcludeFromMods = " to "]" inclusive from pet:
{
	m_Name = "pet"
	m_FriendlyName = "Particle Editor"
	m_Library = "tools/pet.dll"
	m_ToolIcon = "game:tools/images/pet/appicon.ico"
	m_AssetTypes = 
	[
		"particle_asset",
	]
	//m_ExcludeFromMods = 
	//[
	//	"csgo",
	//]
},
And in assettypes_common.txt, delete the lines from "m_HideForRetailMods = " to "]" inclusive from the particle asset:
particle_asset = 
{
	_class = "CResourceAssetTypeInfo"
	m_FriendlyName = "Particle System"
	m_Ext = "vpcf"
	m_IconLg = "game:tools/images/assettypes/particles_lg.png"
	m_IconSm = "game:tools/images/assettypes/particles_sm.png"
	m_CompilerIdentifier = "CompileParticle"
	m_bPrefersLivePreview = true
	m_bUnrecognizedReferencesAreErrors = true
	m_Blocks = 
	[
		{
			m_BlockID = "DATA"
			m_Encoding = "RESOURCE_ENCODING_KV3"
		},
	]
	//m_HideForRetailMods =
	//[
	//	"csgo",
	//]
}
== Getting Started ==
* Particle System Overview
* Particle Editor
== Tutorials ==
* Particle Effect Tutorial 1
== Functions ==
* Particle System Renderers
* Particle System Operators and :Category:Particle operators
* Particle System Initializers and :Category:Particle initializers
* Particle System Emitters
* Particle System Renderers
* Particle System Constraints
* Particle System Forces
== Other Topics ==
* Particle System Properties
* Control Point (particles)
* Particle Performance
Counter-Strike 2 Workshop Tools/Postprocessing

__TOC__
Source 2 allows for a variety of postprocessing settings you can adjust:
* Tone mapping / camera exposure
* Color correction
* Bloom
* Screen blur
* Custom look up tables
These postprocessing settings are created with the Postprocessing Editor and placed in Hammer using post_processing_volume entities. A .vpost file stores these settings.
= Using post processing in Hammer =
Postprocessing settings are placed in a map using volumes. You can create a volume by creating a mesh with the Block tool and tying it to the post_processing_volume entity. This automatically assigns the "tools_post_processing" material.
== Master Volume ==
To set up post processing settings that affect the entire level, you can create a volume and set it to master:
A master volume can be any shape or size, so in the example maps you will usually find a small one somewhere.
The master volume will take effect until the player enters another volume. When the player exits a volume, the post processing settings will change back to the master volume.
== Exposure Control ==
In the volume properties, there are settings to control the range of camera exposure, and exposure speed controls. Having a wide range will allow for the largest variety of lighting situations, but will also cause the largest amount of brightness fluctuation depending on the scenario.
The exposure range of the active volume will be reflected in Hammer's tone map scale foldout menu. You can use this to test how different exposure values work in your map.
When working on lighting, it's recommended to override the scale to a good middle value (often this is just 1.0), so the exposure doesn't change as you are adjusting lights.
A starting range of 0.5 to 2.0 works for most situations in VR.
== Editing resource files ==
The Postprocessing Editor is used to edit .vpost files and give control beyond exposure.
By sharing the same post processing resource between different volumes you can maintain a consistent look in your level.
== Summary ==
Post processing volumes give a lot of control to the look and feel of a map and can be used to set the exposure to look just right in specific areas.
Nice transitions can be built between interior and exteriors, and get even more granular by nesting volumes inside each other.
== Sample map ==
* workshop_examples/postprocessvolume_example.vmap
Category:Source 2
Category:Counter-Strike 2 Workshop Tools
Counter-Strike 2 Workshop Tools/Scripting

Category:Source 2
Unlike the previous titles , , and which all used VScript to provide the ability to use Lua scripts natively when building custom levels using the Hammer editor. In there are two scripting systems, one is aptly called VScript2 which uses Typescript, and another called Pulse which is visual scripting solution. Both of which can be used for a variety of things including creating new game modes, weapons and other types of complicated logic.
Counter-Strike 2 Workshop Tools/Skins/en

==Introduction==
Using the Counter-Strike 2 Workshop Tools and Blender we can create new skins for weapons in Counter-Strike 2, Skins are "unboxed" buy using a key and a case, randomly you well get a skin from this case, The skins come in differing rarity's starting from least to greatest we have: Industrial, Mil-spec, Restricted, Classified and finally, Covert. When making skins the more colorful and exotic the skin is the higher rarity it should have. When skins are unboxed they can have ware, ware effects how the "skin" is applied on the gun/tool with higher wares having chips and scratches and other damages on the skin and lower wares having little to no damage.
==Opening the model and creating textures==
First we will download and open blender, It is a free software available on steam, Next we will download the models to our computer, these are from the Counter-Strike website. Once we have downloaded the models and blender we will open blender, and press "general" under create a file. Delete the block and import the model of the Weapon/tool of your choice. After doing this we can create the textures by selecting a part of the model and grouping it with others, than we will apply the textures to the group so the skin does not overlap or has other problems. We will open our image editor of choice (gimp is recommended) and create the texture along with any PBR materials needed for your skin, once this is done we can apply the texture and PBR materials to the model in blender to make sure it fits well.
== Applying the textures into Counter-Strike 2 ==
We will first in a safe directory we will put all of our textures and materials, once this is done open the Counter-Strike 2 Workshop Tools and go into the workshop item editor add in your custom textures and materials and apply them where you want. Once this is done you may inspect your items within Counter-Strike 2.
Counter-Strike 2 Workshop Tools/Source Filmmaker

==Important Restrictions==
Valve has decided to make the Player models and other items not available in the asset browser without editing some files. If you edit these files the game will not work online.
Python is not present in this version.
==Getting Started==
* Getting Started
* Source 2 Filmmaker Theory
* Changes in Source 2 SFM
* Source 2 SFM FAQs
* Source 1 Filmmaker Wiki
==Lighting==
* Lighting Fixes and Crashes
* Working with Source 2 Volumetrics
==Advanced==
* Using In-Engine Constraints
* Porting Source 1 Content to Source 2
Category:Source Filmmaker