#Granular lasso selection of objects/entities/props on decompiled maps

1 messages · Page 1 of 1 (latest)

glass osprey
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Hello! I'm trying to edit some valve maps for practice and am having issues selecting particular areas of the map. Any help is greatly appreciated.

When I selected this prop_static door(appears to be in some node format) for example it selects a whole wack more of map items, like this mirage cat door that extends over to "ticket booth" on CT/A-site area.

My main problem extends with wanting to "slice" the map around with precision but when I think I'm lassoing one particular section of the map, it's grabbing unexpected groups in other places (as shown in the top-down view screenshot

Again, any help in understanding and pointing me in the right direction would be very ground breaking for me and I would be super appreciative! 🙂

Thank you so much!! :):)

Edit: Just to add to this, I've tried deleting selection sets, converting to editable meshes on props, and looked for accessing many features that are greyed out.

leaden root
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this is just the nature of how worldnodes work

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they are separated into different materials

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so sometimes if u select a door it will select something somewhere else thats using the same texture

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you could convert these to mesh though

glass osprey
# leaden root you could convert these to mesh though

Hey @leaden root

Thanks for the reply!

So I did try this earlier, and when I left-click the door on cat, and select convert to editable mesh, I still get selections of other things across the map.

If I select faces-mode, it seems I can't really easily lasso, or shift+mouse1 a bunch of things easily and hit DEL and have the items I think I'm selecting and deleting actually delete.

Any tips based off that info?

leaden root
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Yeah you can try selecting connected faces

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Like

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well

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assuming you're on US layout keyboard

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select one face from the door on cat

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then while holding shift

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just spam 2 and 3 at the top of ur kb

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til all the connected faces are selected

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then u can do alt+n to separate it

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maybe theres a smarter way to select connected faces but thats how i do it

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if u arent on US layout keyboard u can just press edge mode and face mode (and repeat) at the top of the screen instead of pressing 2 and 3 on ur keyboard

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@glass osprey

glass osprey
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So this works nice

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There appears to be a few many other things grouped together from the world nodes(?) of the original "slice" of the map I had in mind

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so I would have to go around and root out each stray object on the other side of the map and do the mouse1+shift(hold)+1&2&1&2& until I separate all of them?

leaden root
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that would be how i do it but.. theres probably a better way

glass osprey
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Well life has it's many starting points to breakthroughs, and this is solid information for me to start on. from overhead I can see for the most part the stray items it just gets nerve-racking when i do long compiles and make discoveries of walls and things missing

leaden root
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Yeah i bet

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What are you exactly tryna do anyway?

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out of curiosity

glass osprey
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End goal is a little bit of a secret but in a vague sense, I want to lasso/slice sectors of maps apart and be able to move them freely

leaden root
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danger zone map that integrates official maps

glass osprey
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(and not have to worry about deleting the wrong things, or moving things into areas where I miss them

leaden root
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yeah fair

glass osprey
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Last night my breakthrough was finding enable lasso select through and enable lasso select partial intersection which got me really close to "slicing" things.

It's just finding a way to separate these oddly grouped objects

leaden root
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well if they are some considerable gap between each other

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you could just use shift+x (slice tool)

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if you do it while in mesh mode it wont create any extra faces or anything either

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you can make one cut, press space then keep making more. learning that saved me a lot of time lol

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i personally find using the slice tool is best on the 2d views fyi it can be pretty finnicky on 3d view

glass osprey
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one sec lol

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slice from top view appears to leave some things behind

leaden root
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oh yeah it will only slice meshes

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not props

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so u would have to convert those worldnodes all to meshes. not sure how viable that is

glass osprey
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I see

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well

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hmm

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fuck

leaden root
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i was assuming it was more for smaller chunks of the map not for half of the entire thing lol

glass osprey
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it helps a little

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at least it exposes props with the geometry around them completely gone

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but god I hate how world nodes are all grouped there

leaden root
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😄

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what map is this ? mirage?

glass osprey
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yep

leaden root
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well..

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one other thing u could try

glass osprey
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and I just evaporated A side of the map

leaden root
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port the csgo version to cs2, then delete the materials it comes with (since there are already mirage materials in the game, no need to port them)

glass osprey
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I would like to use similar methods on other maps as well where there's more verticality

leaden root
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then that would be a lot more easy to work with

glass osprey
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vertigo-new for example

leaden root
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ah right

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vertigo wouldnt be too hard still tbf

glass osprey
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🥲

leaden root
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but something like inferno is impossible with what im suggesting yeah

glass osprey
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yeah I don't think csgo port approach would be easier for what I have in mind

leaden root
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yea maybe not

glass osprey
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I honestly was using slice tool awhile back and complete forgot about it for some reason

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I think it's going to help me a lot more than I think

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I can really isolate the problemed props I think, they just might blend in with the darkness of 3D view sometimes

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but I think ultimately I can just lasso select and we're laughing basically 🙂

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just convert them to mesh and stop my whining and get'er done I think is the approach - yes?

leaden root
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yeah pretty much

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seems like your best bet

glass osprey
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super. thanks again @leaden root you're a boss 😎