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Workshop

1 min read

Reverse Engineering a Knife for Counter-Strike

Written by

SH

Shin Rigman

Developer

Published on

9/30/2025

In June 2016, I started digging into Counter-Strike's backend systems to reverse engineer how to implement our own knife and pitch it to Valve. Building a knife was something only a handful of people had even attempted, and none of them had managed to replicate all the dynamic systems that knives interact with. This became our ultimate test in the Workshop.

A soldier in tactical gear, including a helmet, balaclava, and body armor, is captured mid-action, holding a knife with a determined expression. The muted color palette and dynamic pose create a tense and action-packed mood, suggesting a moment from a video game or a dramatic scene. The background features industrial-like structures, adding to the gritty and intense atmosphere of the image.

With no official support or tools, we had to build a working pipeline from scratch, leaning hard on everything we'd learned up to that point. It was one of the most technically demanding projects we'd taken on, and the one that pushed the limits of what Workshop submissions could actually be.

The animations were more straightforward since I already had a pipeline from creating custom animations for other weapons. But I wasn't interested in just copying existing knife animations. The Tigershark had brass knuckles built into the design, which opened up completely new possibilities. We created unique punch animations that would trigger as rare attacks, letting players actually strike enemies with the knuckle portion of the knife. It was something nobody had seen in Counter-Strike before, and exactly the kind of thing we thought would make this knife worth adding to the game.

Cracking Valve's procedural material system was the hardest part of the entire project. These knives needed to support a whole variety of different shaders to get all the variations working properly. There was no documentation, no official tools, just brute force trial and error. Other teams had tried but hit a wall attempting to replicate those same procedural systems. I knew that if Valve was going to consider this knife, we had to do all the heavy lifting and make implementation dead simple on their end. We spent weeks breaking things down, testing every possible setup until something finally clicked.

We figured out how to fully integrate our knife, allowing it to support the same dynamic material variations you see in-game. We solved a problem other teams couldn't get past, documented it, and handed Valve a knife that was basically ready to drop. Ultimately, they passed.

#Workshop

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