Complete tutorial to importing and editing CSGO stuff in Unreal Engine 5 [maps, models, demos]

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Hello and welcome to my newest tutorial it took a very long time to make it I've rerecorded this tutorial three times and I hope you'll find it useful so let's begin open GSFScape go to the cs go folder and open the pak file extract models and materials folders make a new folder for extracted files delete all folders that may contain files with bones inside foe example characters and weapons folders you can delete useless models too like inventory items open bsp source you must install java to make this program work go to your cs go folder find the folder named maps make a new folder for your bsp maps and select the maps you want to import make a new folder called vmf and covert all the maps now you need to merge the unpacked and original materials and models folders like I'm doin' this go to my discord server get my materials ue editing tools and hammuer helper widgets this plugin is required for the widget so download it too open the unreal's plugins folder and install hammuer and pytoolkit create new blank project make sure that raytracing is turned off we can turn it on later but we don't need it now now enable hammuer and pytoolkit plugins and restart the engine if you want, you can enable the unreal engine 4 layout but it's not necessary open the content folder in your project and install all materials and widgets you've downloaded from the discord server all you need is merge the content folder from the rar file with the content folder in your project first of all we need to take unreal engine in the editor settings we can turn on the performance statistics and set the path for the cash ddc is a folder with all cashed data the more you use the engine, the larger this folder becomes so it makes sense not to keep it on your c drive you can set the same folder here if you don't have a lot of free disk space right click on the hammuer widget and run it and navigate to the models folder you extracted earlier this utility will clean up the entire folder and you can also split the folder into several parts the less ram you have installed the more folders you need I have 24 gigs of ram so I need 8 folders open the hammuer plugin go to the textuer tab drag and drop the original hammuer material to the source material input take the decal basic material and put it to the decal material input now choose the materials folder you've extracted earlier type cs go here the plugin will create this folder during import and hit the import button after a while you will be asked to create additional materials just press no check your ram's usage and restart the engine if it's above 90 percent go to the propuer tab and choose the first models folder type cs go here and hit enter check this empty tick, then click all and hit the import button after importing the first folder you will need to restart the engine and import the next folder with models you must repeat these steps until all folders are imported right click on the ueditingtools widget and run it go to the textures tab make sure your path is correct and covert normals textures right click on the hammuer helper widget and run it go to the retarget tab and put the hammuer's original material into the old material slot put the surface material to the new material slot and click retarget let's tweak the project setting before import go to the project settings and find the rendering tab your dynamic global illumination and reflection methods must be set to lumen if your gpu supports raytracing check this tick also check the tick for hardware raytracing in the software raytracing mode tab choose detail tracing in the ray lighting mode tab choose hit lighting for reflections turn off static light support separate translucency should be turned off too also now you can set near clip plane this will prevent your pov from clipping put here a value of 0.01 now we need to take hammuer find the hammuer tab I'm gonna use 2.3 scale so here I need to divide 100 by 2.3 in the prop scale handling parameters choose an unreal engine scale decouple brush meshes from origin should be checked also turn on two-sided shadows now restart the engine to apply the new settings now create the new empty level open the hammuer choose the map you want to import I'll import de_inferno 'cause it's the most cursed map select the directory where you want to import the map's files and open the map file find the tool material and mark all of them once all materials are marked just click the 'go' button usually it takes about 10 minutes to import your map it depends on your map's size first of all we need to clean the map remove useless part of the map like this flying duel areas open the ueditingtools and go to the map tab I want to keep original light's angle so I'll keep the sun actor also, we can spawn cables at this step select the sky box and click fix sky we only need background from the sky box so remove useless parts of it if you've found totally wrong prop select all the similar props with shift+e and replace them sometimes a wrong material is applied to the models open this mesh from the details tab and change the material some props have colors to apply the color open the material instance and enable the switch tint/paint and choose the color some props have multiple colors just duplicate material instance, apply that material to the prop, and set the color you want dynamic props usually have wrong rotation so select all of them and rotate them by 90 degrees to set up the light, open up environment light mixer, and spawn light actors we need all of them except the second sun actor also, we can spawn a post process to tweak auto exposure first of all make it unbound find the exposure tab and set the same settings as I have now the level is overbright so we need to reduce the intensity of the sunlight also reset the sunlight's color and make it movable now set real time capture for your skylight go to the exponential height fog and check volumetric fog here to avoid the penetration of light through the props make the shadow two-sided select all the static mesh actors go to the details panel and search for the two-sided shadow then turn it on you can fix these ugly shadows only with ray traced shadows select your directional light and search for the ray tracing shadows here open GCFscape go to the models folder and get folders with weapons and players the files inside these folders have the mdl extension to convert them to QC we'll need the Crowbar application provide the path to the folder with mdl files inside and specify the output folder don't forget to make a folder for each model create a new folder called models and put weapons and players folders inside it I hope you already have blender installed if not, get it from steam to enable the console in blender from the start put -con into launch options for now 3.3 version is bugged, so I'll use 3.2 version remove all the objects from your scene set your fps to 30 go to file > defaults and > save startup file now it's time to install the add-ons I have links to all of them on my discord server install blender source tools first also, we will need afx blender scripts and io_scene_CSGO go to file > import and find there batch convert cs go's qc files now open the models folder with qc files provide an export path for your fbx files and in the scale tab put 0.023 it represents the scale of 2.3 open the ueditingtools widget and go to the settings you can import all your models and animations with this button you have to provide the folder with all exported fbx files there are should be 4 folders inside this folder animations, hands, players, and weapons and select your master material for this models if you have VIP access in my discord server do not create master material instances as we have a widget for auto texturing models creating a new empty level will reduce you ram a little now import the rest of models and animations check if your master skeletons are chosen correctly hit save get my agr content from the discord server open hlae and launch the game hold Shift + F2 and load the demo you want it's highly recommend to play the demo for a few seconds before the action start pause the demo, and go to the free camera mode open the console, type inside of it exec agr then type list and search for your players number in the console in my case this number is 6 so we'll type pov6 in the console without any spaces press F1 to start recording and hit it again to stop open the folder with recorded agr copy its full path now open blender go to the file import agr before import agr we need to prove the qc folder's path and choose the right scale set the scale to 0.023 and uncheck the model instancing now we need to clean the scene open the side panel and find the tab called 'agr tools' there are some presets for speed up cleaning process I don't need c4 in this scene I mark it and the script will remove it I don't need other players here so I remove them before deleting, I check if their weapons are being used by other players now I can export all animations select the folder to which you want to export open ueditingtools and provide the path to the folder with all agr animations for now we can hide main player and world weapon you can convert all masked textures with a single click in the textures tab to apply textures to models open this material instance from details panel then search for the texture if you have a texture called exponent you should enable this switch new player models have a masked texture called masks 1 as the masked texture is not exponent don't check this switch you can check the original vmt file; it contains all info about textures for this you need the name of a texture slot now find the vmt file with this material slot's name here is the texture path for albedo and normal this is a very old player model and it doesn't even have an exponent texture in this case, check the switch called no masks for roughness if you have access to the VIP section in my discord server you can texture models with a special widget select all the models you want to texture in the content browser and the widget will do the job for you get ballistic particles from my discord server you can also download fxville pack for blood open the archive and unpack it to the content folder find the muzzle flash you want drag and drop it to the level now search for the bullet casin particle and put it to the level too attach it to your weapon and select the bone usually it's called fire or flash select shelleject bone and reset its position now select both particles and put them to the sequencer you can create a new folder for them to keep all the things organized to add a keyframe click the plus button and select fx system toggle track then switch the keyframe's statement to trigger open camera's curves find the camera's pitch channel place the keyframe for the muzzle particle exactly before this peak to add a keyframe click this dot and do the same for the rest of your shots to add keyframes for bullets' casings find the moment when the weapon's shell ejector is open you can scale down the particle here if you don't need it almost the same steps for blood particles for the blood particle you can select head, neck, or one of all spines once attached you need to find the proper angle of the particle now we can move this particle to its folder and set a keyframe as you can see the weapon stacks in the wall you can fix it with a custom pov now we need to remove agrs pov models from the level and the sequencer the steps of making a custom pov are pretty simple drag and drop an empty actor to the level find the weapon you want to use and put it to the level find the model for your arms it should be the model with V master skeleton I'll use merged arms here but you can use separated gloves abd sleeves attach arms and weapons to this empty actor and attach this actor to your pov camera reset the position of all models and rotate the actor by -90 degrees but there is actually an easier way to do this remove all this for now open the widget and go to the pov section select your camera check spawn meshes and select the models you want as you can see all models are spawned with applied visibility keyframes remove all visibility keyframes for the knife we don't need it for now now apply idol animation to both arms and weapons stretch the animation over the entire sequence open additional animation parameters and set its weight find shoot animation and apply it to check if you have set the start of the animation in the right place open the camera curves and go to the camera's pitch rotation animations in most cases should start at the beginning of this peak to duplicate animation hold the alt key and drag it I'll cut animations to add animations for the knife a new animation always starts from the current cursor location now setup visibility keyframes for the knife and the main weapon now we can play the whole sequence to check if all animations are placed correctly I want to extend the last awp animation a little bit don't forget about visibility keyframes and now we can play the whole sequence the gun still goes through the wall to fix it just scale the pov actor looks like 0.25 is a good scale for me to make proper offsets you should multiply your offset with the actor's scale first of all we need to set proper focal length of the camera current focal length is too low open the widget and go to the camera's tab select your sequencer and camera and set normal and zoomed focal length to smooth camera's movement you need to adjust its curves select all transformed keyframes right click and select filter under the menu put here the value and range from 0.7 to 1 change keyframes' interpolation mode to automatic tangents all we have to do here is smooth the curves all the way down hold the shift key and drag keyframes to smooth it perfectly I still have a strong rotation to smooth it go to the yaw channel I have to smooth this strong peak here also, I need to fix pitch don't be afraid to manipulate your curves remember that you can always reimport your camera if you want I want to add idle animation for my knife to finish my pov I need to attach the particles again because I removed the original viewmodel after re-attach I need to reset transforms and scale down both particles this pov now looks good to me and I can record my cines to make a cine you have to duplicate pov sequence first remove pov camera from the sequence and turn on visibility for world weapon models now hide all of your models and turn on visibility for the main player model you can attach the particles to the world weapons or just remove keyframes if you don't need it make a new camera and covert it to possessable change your camera's focal length if you want to make a transform keyframe turn on auto keyframes move your camera to the place you want and next keyframes will spawn automatically for you and covert the first and the last keyframes' interpolation to linear our main character is out of focus we can change it with manual focus distance press this button to add the keyframe now we need to tweak our keyframes set all the middle keyframes interpolation to cubic and the last keyframe should always be linear you can set the beginning and the end of the sequence with the square bracket keys you can always check how smooth is your camera's movement in curves here I need to smooth my camera's rotation now remove the old camera in camera cuts and set the new camera here also, I almost forgot to change my layers model as I use leet hands
Info
Channel: Adenex
Views: 26,035
Rating: undefined out of 5
Keywords: csgo, unreal engine, counter strike global offensive, moviemaking, csgo edit, csgo editing, ue, hammuer, 3d, Ue5, csgo moviemaking, csgo 3d, csgo tutorial
Id: U6H6z8RYwU4
Channel Id: undefined
Length: 49min 18sec (2958 seconds)
Published: Sun Nov 06 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.