#Error while porting to cs2 (Python Script

1 messages · Page 1 of 1 (latest)

still saddle
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Ok, so currently I'm trying to port a map and after compiling successfully with the python script, it fails when writing to the addon folder.
In case it is helpful, I currently have a 7900XTX, with the drivers 24.9.1, and I used python 3.12.6

I already changed the map in CS:GO SDK (even deleted area portals), deleted the vpk.signatures, and such.

Here's the prompt output:

still saddle
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Error while porting to cs2

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Error while porting to cs2 (Python Script

bitter shuttle
# still saddle Forgot to add the dump file:

Reading the dump file reveals, that is trying to acess null data, there fore the AcessViolation error. This can be many things missing something we should have import, something that didnt import, bad memory allocation, or doesnt have permissions to write the files on that folder, or delete the existing one.

Have you tried:

still saddle
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Can it be that I set up another path to install the games, instead of the default one, when you install steam?

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I'm using the same script, except the comment that I edited because it is a map that I decompiled (basicly to remove the .decode() method )

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And I runned as administratir and changed the permissions to write all the files (it basicly writes the file but it fails after some time). I'll test in my old pc tomorrow and give some feedback

bitter shuttle
still saddle
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Well, tried everything for the last week, still the same error

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even with the old pc, I have the same problem :/

still saddle
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ok, seems I found the problem @bitter shuttle : the map that I tried to port still had HINT and AREAPORTALS

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as soon as i removed the last ones, the map was ported successfully

bitter shuttle
still saddle
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I believe that some brushes canalso crash the import tool (I tried another map, and it seems to try to write and it fails). probably the player_weaponstrip or another entity that doesn't exist in CS2

bitter shuttle
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i think entities that not exist would not be a problem since they became obsolete but with the values in them. but i can be wrong some could crash it idk

still saddle
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just another question: is it normal that all the faces shape looks like this when porting?

polar python
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if you use the program from Sarim then yes

still saddle
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And I noticed that every block that wasnt a func_detail was merged (I have a mesh with 5000 faces and I can't seperate them

bitter shuttle
elder inlet
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it runs vbsp to remove any backfaces which is beneficial for cs2 but in the process it also triangulates everything

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so its a trade off. but personally i find its pretty easy to fix the triangulation

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especially with a pretty simple map as yours looks to be

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but anyway, you dont need to fix it. only if you want to edit that area, then of course itll be easier to edit if you fix it

still saddle
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hm, ok, I'll fix it anyway (it would be a pain in the ass, but it's much better)

violet granite
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@still saddle To avoid triangulation of faces, I found a solution.

  1. You open your vmf map under sdkcsgo
  2. Disable all entities of the VisGroup except:
  • func_detail
  • nodraw
  1. You select your entire map and transform it into a func_physbox entity.

  2. When you have applied the func_physbox entity, reactivate the entire VisGroup and save your map.

Once the port is finished:

  1. You open your map in "cs2 workshop tools" (hammer source2)
  2. Press your F1 key
  3. Write "CollapsesPrefab". your map will split, don't panic.
  4. Click on your func_physbox created on sdkcsgo at the beginning.
  5. Delete its entity, this will transform your func_physbox into a mesh.
  6. Select a place that has been cut into a triangle.
  7. Press your delete key, all the triangle textures will be removed.
  8. Go around your map to see if there are any objects that are not supposed to be there and delete them, this takes 2 minutes.

You will now have a map without any triangle cutouts.

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this technique will be useless if you do not intend to modify the basic architecture of your map

elder inlet
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you can just remove -usebsp flag from the import tool lol

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no need for all that

still saddle
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my biggest problem RN is this

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it seems like that, every face that wasnt a func_detail (or another entity) were merged together lol

elder inlet
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yes, its normal

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meant to be like that