Russian translation | Test cases | Diagnostics
These tools generate the studio_test map and model variants for developer-run rendering checks. Run preparation from the repository root. The generated files are installed into the specified game directory. Record observations from the installed game separately from source checks and build results.
Provide Python with Pillow, a valid GIGN model, halflife.wad, and the custom models used by the map. Defaults expect YoRHa_2B, svinorez_t_robb, and next21_adventures/treasure.mdl under the game's search paths. Use --perf-a and --perf-b for model names under --perf-models; each must have the layout <name>/<name>.mdl. --remap-model selects a game-relative model path, and --remap-model-file supplies its on-disk file for height calculation. --perf-count defaults to 48.
Place hlcsg.exe, hlbsp.exe, hlvis.exe, and hlrad.exe in <game>/tools/. The build script expects generated .map files under <game>/cstrike/maps/src/ and copies the compiled BSP into <game>/cstrike/maps/.
Replace <game> with the installation root, then run:
python tools/studio_tests/mdl_flags.py "<game>/cstrike/models/player/gign/gign.mdl" "<game>/cstrike/models/studio_tests"
python tools/studio_tests/make_labels.py "<game>/cstrike/studio_test.wad" plain flatshade chrome chromeflat fullbright masked additive glow_rm4 add_rm5 color_rm1 shell_red shell_blue remap
python tools/studio_tests/make_maps.py "<game>/cstrike/maps/src" --flag-models "<game>/cstrike/models/studio_tests" --perf-models "<game>/cstrike_downloads/models/player" --wad "<game>/valve/halflife.wad" --label-wad "<game>/cstrike/studio_test.wad" --remap-model-file "<game>/cstrike_downloads/models/next21_adventures/treasure.mdl"
powershell -File tools/studio_tests/build_maps.ps1 -GameDir "<game>/cstrike"
mdl_flags.py copies the source model and changes its texture flags to produce plain, flatshade, chrome, chrome_flat, fullbright, masked, and additive variants. If textures are external, it updates the texture companion file. It also creates a flag-free shell copy for shell and lighting checks. Bind material samples to the plain variant. Use shell when comparing models without authored materials.
The WAD must contain a texture for every label on the map. The build script embeds textures, performs full VIS, runs RAD with -fast, and installs studio_test.bsp. Full VIS and the corridor limit visibility between the two rooms.
| Area | Content |
|---|---|
| South room and spawn | Texture-flag variants, render modes 4/5/1, red and blue glow shells, an AK pickup, and a remap-skin model. |
| Dark alcove | Two material-free models for scene-light and entity-light checks. |
| North room | A 12-column grid alternating the two performance models, with 48 entities by default. |
| S-shaped corridor | Limits visibility between the rooms. Use a fixed north-room viewpoint and confirm the visible model set in the diagnostic dump. |
If --remap-model-file is supplied, the generator uses that file to choose the model's placement height. Its colormap is zero in the generated map. To inspect other remap colors, set the entity's colormap through a server plugin using top | (bottom << 8).
After preparation, use the Studio test cases and capture procedures in the installed game.