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Adding "Bakery Equipment" as a Placeable/Usable It

 
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toymoose
Junior
Junior


Data inscrierii: 17/Mai/2017
Mesaje: 5

MesajTrimis: 06/01/2026 18:31    Titlul subiectului: Adding "Bakery Equipment" as a Placeable/Usable It Raspunde cu citat (quote)

1. Concept & Purpose

[url=https://www.gracekitchenequip.com/bakery-equipment-1/]Bakery Equipment[/url] could function as:


A map prop for custom game modes (e.g., hostage rescue, bomb scenario in a bakery-themed map).


A useful item in a roleplay or zombie escape mod (e.g., players use it to bake bread for health recovery).


An objective item (e.g., terrorists must destroy the bakery equipment; CTs must defend it).


2. Required Tools
Hammer Editor (for CS:GO/CS2 map creation).


Modeling Software (Blender, 3ds Max) to lucrate the 3D model.


Texture Tools (Photoshop, GIMP) for textures.


VTFEdit for converting textures to .vtf format.


Compilers (for CS:GO: Crowbar, QC Compiler; for CS2, use the updated tools).


3. Step-by-Step Implementation
A. Create the 3D Model
Model a bakery-themed item (e.g., industrial oven, dough mixer, flour sacks) in Blender.


Export as .smd or .fbx (for CS2).


Create a low-poly version for optimization.


B. Texture the Model
Create textures (e.g., bakery_equipment_diffuse.vtf, bakery_equipment_normal.vtf).


Import into materials/models/custom/bakery_equipment/.


C. Compile the Model (CS:GO Example)
Write a QC file (bakery_equipment.qc):


text
$modelname "custom/bakery_equipment.mdl"
$cdmaterials "models/custom/bakery_equipment/"
$scale 1.0
$bodygroup "body" { studio "bakery_equipment_reference.smd" }
$sequence idle "bakery_equipment_idle.smd" loop
$collisionmodel "bakery_equipment_physics.smd" { $concave }
$staticprop
Compile with studiomdl.exe (CS:GO) or the CS2 model compiler.


D. Add to Hammer Editor
Open Hammer and load your map.


In the Entity Tool, add a prop_static or prop_dynamic.


Set the model path to models/custom/bakery_equipment.mdl.


Adjust placement (e.g., in a bakery room).


E. Add Gameplay Functionality (Optional)
To make it interactive:


Use a func_usable entity (for older Source games) or create a custom entity via SourceMod scripting.


Example: Players press E to “use” the equipment and gain health.


In SourceMod, write a plugin that checks for player interaction and triggers an effect.


4. Example Use-Case: Bomb/Defuse Scenario
Terrorist Objective: Plant C4 on the bakery equipment.


CT Objective: Defuse the bomb or prevent the plant.


Map Setup:


Place bakery_equipment.mdl in the bomb site zone.


Add a func_bomb_target entity and parent it to the equipment model.


5. Testing
Load the map in CS:GO/CS2.


Check for model errors, texture issues, or collision problems.


Test gameplay functionality (e.g., bomb planting, interaction).


6. Notes for CS2
CS2 uses the Source 2 Engine, so the workflow differs:


Models are .vmdl (created in Blender with Source 2 plugins).


Use Hammer 2 for mapping.


Materials are .vmat files.


Consider using the CS2 Workshop Tools for easier integration.


Summary
Adding Bakery Equipment involves:


Modeling & texturing the asset.


Compiling for the correct Source Engine version.


Placing in Hammer with appropriate entities.


Adding gameplay logic via map entities or custom plugins.


This approach can fabricate unique, themed objectives or interactive elements for custom CS maps/mods.
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