1. IntroHey guys. As you know, I make CS:GO mods for CS:S with the help of FunnkyHD's guns base that he ported. I wanna start this thread as means to discuss the future of my mods, as well as me modding in general, but mainly for this game.
It's a beautiful thing to see that this community still enjoys seeing CS:GO content being ported into CS:S - even if it's shamed by many others. The future holds a lot, especially since CS:GO is still dropping new content, such as tournament stickers and quarterly drops of new cases of skins and knives. As time goes on though, I seek out new methods of porting to CS:S from CS:GO, and utilizing more than just their models or textures - now I'm utilizing their algorithm for certain weapon finishes to create a proper "shine" on each weapon texture. For example - a weapon skin might have the Gunsmith finish - that has it's own "phong" based entry and exponent map to give it the proper "shine" as it would in CS:GO. Of course, Source being more outdated than CS:GO, the shine isn't 100% precise, but accurate enough to give the closest look to how it would appear in CS:GO, but in CS:S. Knowing how each weapon finish is interpreted in this way, it has cut down the time in making packs by almost 200% - I used to take about 2-3 weeks to make a mod pack, now it takes me merely hours if I'm doing it all in one sitting. (Not to mention I've been working with custom skins and mods for over 2 years now, this is all natural to me).
2. Personal idea for myself / this communityWhat I'd like to start working on is implementing this sort of "inventory" system as a separate program. Sounds weird - let me explain.
With a CS:GO themed GUI (simplified or fully fledged out), the user will have the ability to set a "loadout" in CS:S with this program. Of course, mods in CS:S on CS:GO weapons won't work like how they do in CS:GO - you can't have differentiating gloves for the two teams, only one glove on a weapon model (Unless you're the type to have models with different .smd files and textures for various gloves you cheeky bastard). With this in mind, the program would have it's own "VPK" based system for the skins and what not. How I'd see this is that there are the .vpks containing the non-interchangeable weapon models, for example: The UMP-45 is a standalone weapon in CS:GO, thus allow that weapon to belong to the group of models of such glove group selected preemptively.
I'd go into more detail, but it'd turn this thread mostly into an idea.