Jump to content

Recommended Posts

Posted

This is a tutorial on how to make a material hack for Counter-Strike: Source which should work on most maps and servers unless the map is different or the server has a block on modifications of this type.

 

Introduction

 

A material hack is not actually a hack but a modification of game files (the same thing as a mod). It is a modification to the game files to allow you to see players and weapons through walls and easily see players and weapons when there are not walls in sight. It is basically a Chameleon Skin but justified as a modification instead of a hack so you should be able to get out of VAC bans.

 

Terminology

 

players = models of players

v_weapons = weapons that you see in your hands

w_weapons = weapons that are everywhere but in your hands

 

Tools

 

GCFScape (Nem's Tools [GCFScape - Download])

VTFEdit (Nem's Tools [VTFLib - Download - VTFEdit v1.2.5 Full])

MSPaint (I will use it for tutorial because seriously, how many people on this forum have PhotoShop or have it cracked. If you really want to be fancy with your editting then go ahead and use PhotoShop or something else.)

Notepad (Quicker to open .vmt and edit than VTFEditor.)

 

Step 1: The Extraction

 

Open GCFScape

Ctrl + O

Go to Steam/steamapps

Double click "counter-strike source shared"

Open "cstrike"

Right click "materials" and select "Extract"

Choose a place to extract the folder "materials"

 

Step 2: The Deletion

 

Open the extracted "materials" folder

Delete the folders "console", "detail", "effects", "environment maps", "FX" and "particle".

 

Step 3: The Change

 

Copy this code

 

"LightmappedGeneric"

{

"$basetexture" "vgui/maps"

"$translucent" 1

}

 

Open every .vmt folder in "brick" with Notepad and replace all the text with the copied code

Do the same for "buildings", "cable", "carpet", "composite", "concrete", "cs_assault", "cs_havana", "cs_italy", "de_aztec", "de_cbble", "de_chateau", "de_dust", "de_nuke", "de_piranesi", "de_prodigy", "de_tides", "de_train", "decals", "dev", "glass", "ground", "halflife", "lights", "liquids", "metal", "nature", "plaster", "props", "stone", "test_speakers", "tile" and finally, "tools".

 

Step 4: The Players

 

Open VTFEdit

Ctrl + I

Open materials/models/player/ct_gign/ct_gign.vtf

Ctrl + E

Change the export place to an easy to access place

Change "Save as file type:" to "PNG Files (*.png)"

Open the exported file in MSPaint

Edit it (easiest way to edit players is to make the whole box 1 colour and keep that colour for CT and a choose different one for T)

Save it

Open VTFEdit again

Ctrl + I

Open .png file

Ctrl + Shift + S

Overwrite "ct_gign.vtf" in the materials/models/player/ct_gign/

Repeat for all models

 

Step 5: The V_Weapons

 

Open VTFEdit

Ctrl + I

Open materials/models/weapons/v_weapons/c4/c4.vtf

Ctrl + E

Change the export place to an easy to access place

Change "Save as file type:" to "PNG Files (*.png)"

Open the exported file in MSPaint

Edit it (easiest way to edit weapons is to make the whole box 1 colour and keep that colour for v_weapons and a choose different one for w_weapons)

Save it

Open VTFEdit again

Ctrl + I

Open .png file

Ctrl + Shift + S

Overwrite "c4.vtf" in the materials/models/weapons/v_weapons/c4/

Repeat for all v_weapons

 

Step 6: The W_Weapons

 

Open VTFEdit

Ctrl + I

Open materials/models/weapons/w_weapons/w_c4/c4.vtf

Ctrl + E

Change the export place to an easy to access place

Change "Save as file type:" to "PNG Files (*.png)"

Open the exported file in MSPaint

Edit it (easiest way to edit weapons is to make the whole box 1 colour and keep that colour for v_weapons and a choose different one for w_weapons)

Save it

Open VTFEdit again

Ctrl + I

Open .png file

Ctrl + Shift + S

Overwrite "c4.vtf" in the materials/models/weapons/w_weapons/w_c4/

Repeat for all w_weapons

 

Step 7: The Hostages

 

Open VTFEdit

Ctrl + I

Open materials/models/hostages/hostage_sheet.vtf

Ctrl + E

Change the export place to an easy to access place

Change "Save as file type:" to "PNG Files (*.png)"

Open the exported file in MSPaint

Edit it (easiest way to edit weapons is to make the whole box 1 colour)

Save it

Open VTFEdit again

Ctrl + I

Open .png file

Ctrl + Shift + S

Overwrite "hostage_sheet.vtf" in the materials/models/hostage/

Repeat for all .vtf files in materials/models/hostage/

 

 

Step 8: The Usage

 

Take your extracted "materials" folder and place it in Steam/steamapps/-insert username-/counter-strike source/cstrike/ and overwrite the original "materials" folder

Go ingame and search for servers where this modification will be accepted and work

Have fun!

 

The Shortcut

 

You can skip Step 1 - Step 3 and only do Step 4 - 7 by downloading an already made Material Hack and change the colours of everything to your liking.

 

Project Transperacy v0.3 can be found at [Material Wall Hack] Project Transparency v0.3. I did not make it nor did Juicy but if you use it give him some  and a thanks if you are too lazy to go onto the original post on Cheat Project and thank Bl1zzard.

 

The Credits

 

Me for making this guide.

D3Scene for housing this guide.

Shubham for getting me my hacked Steam account (mad creds to him, 18 games for free FTW).

Juicy for posting Project Transperacy v0.3 on D3Scene.

Bl1zzard for making Project Transperacy v0.3.

You for reading this guide.

 

Credits to D3scene

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • https://l2avokado.com/ Hello everyone,   After some time of development, we've decided to open L2Avokado to the public in its current development stage. We're looking for players who enjoy Interlude and would like to help shape the project before its official release.   This isn't a "launch" announcement. Instead, we're inviting the community to log in, explore the server, test the systems we've built, and provide honest feedback. Whether it's bug reports, balance suggestions, progression ideas, or quality-of-life improvements, we'd love to hear them.   Our goal has always been to create an Interlude server that feels familiar while offering a fresh progression experience. We've intentionally avoided custom weapons, armor, and client modifications. Instead, we've focused on redesigning progression through reworked hunting grounds, quests, crafting, and gameplay systems while remaining compatible with a clean Interlude client.   At this stage, the core progression path has been implemented, including the main hunting grounds, quests, custom systems, and events. However, as the project is still under active development, there will inevitably be bugs, balance issues, and areas that require further polishing.   This is exactly why we'd like your help.   We're looking for players who are willing to: Test gameplay and progression. Report bugs and exploits. Suggest balance improvements. Share ideas for new features or quality-of-life changes. Help us build a server that the community genuinely enjoys playing.   The Client and System downloads are already available on our website, so you can jump straight into the game. We're also working on a dedicated launcher that will simplify installation and future updates.   If you're interested in helping develop a unique Interlude project and want your feedback to genuinely influence the direction of the server, we'd love to have you with us.   We look forward to seeing you in-game and hearing your thoughts on Discord. https://l2avokado.com/
    • IAM one of customers of this project. Have anti cheat, have user panel everything is working. Blocking adrenaline trashy plans without any problems.  So just GL for all lin2 project. I get support every time I need it. 
    • La2Tools — Lineage 2 Texture Package Editor La2Tools is a modern tool designed for viewing and editing Lineage 2 client texture packages (.utx / .ugx). It is completely self-contained—no Java installation is required, as everything is already bundled inside. It supports both classic clients (Prelude to Interlude) and modern versions (Kamael+, Essence). Key Features  Package Browser Tabbed Interface: Open and work with multiple packages simultaneously. Dual View Modes: Switch between a tile view with previews and a detailed table view. Organization: Grouping and live filtering by name. UI Themes: Dark and light theme support. Animation Grouping Mode: Condenses frame sequences into a single tile with an animated preview. Split9 Indicators: Textures utilizing Split9 display a blue layout grid directly on the preview (just like in UnrealEd).  Texture Editing UnrealEd-style Property Dialog: Access all categories (Animation, Material, Quality, Split9, Surface, Texture) with editable parameters. Live Preview: Zoom from 25% to 800%, choose backgrounds (checkerboard, black, or white), and view real-time Split9 grid updates. Full-Size Rendering: Previews textures exactly as they appear in-game—rendered via Split9 (9-slice), Stretch, or tiling. Clipboard Actions: Copy, cut, and paste textures between different packages. Batch Adjustments: Copy and paste parameters from one texture to multiple items at once. Animation Creator: Generate animations from selected frames, complete with FPS and looping settings. Management & Compression: Rename with group modification, batch delete, and compress into RGBA8, DXT1, DXT3, or DXT5. "Open In..." Feature: Edit textures or GFX files in any external editor (Photoshop, Paint.NET, GIMP). Once saved, changes are automatically pulled back into the package while preserving all original parameters.  Import & Export Native Formats: Import DDS, TGA, BMP, and GFX directly; PNG, JPG, and GIF are converted automatically. GIF Engine: GIF files are automatically imported as ready-to-use animations (frames + AnimNext chain). Batch Import: Includes custom settings, mipmap generation, Alpha/Masked flags, and Detail Hack. Smart Replace: The "Preserve original texture parameters" option keeps Split9, animations, and clamps intact when overwriting. Mass Export: Export selected items, the current group, or the entire package. Drag & Drop: Drag files into the browser to import, or drag textures out to Windows Explorer to export. 🛠 Package Management Formats Supported: Old (Prelude — Interlude) and New (Kamael+ / Essence). One-Click Conversion: Seamlessly convert package formats between Old ⇄ New. Creation: Build new packages in any supported format from scratch. Encryption: Supports Lineage2Ver121 encryption (toggleable in package settings). Safe Editing: Works on a temporary copy with full undo/redo history (Ctrl+Z / Ctrl+Shift+Z) and a single "Save" button to apply changes. 🖥 System Integration File Associations: Open .utx / .ugx files with a double-click directly from Windows Explorer (registered during installation). Single Instance: Opening a new file adds it as a tab in the already running window. Multilingual UI: Automatically detects system language (supports EN, RU, UK, ES, PT, EL, KO, VI, ZH). Specifications & Requirements Supported Formats Packages: UTX, UGX Textures: RGBA8, DXT1, DXT3, DXT5, G16, P8 Resources: GFX (Scaleform) System Requirements OS: Windows Java: Not required (pre-bundled with the application). Installation & Downloads Run La2Tools-3.0.3_setup.exe — the installer will create shortcuts and register file associations. Alternatively, you can use the portable version.  Download (Installer) |  Download (Portable)
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..