A generator works best for controlled edits. Load a supported v3 code, change one setting, compare the preview, then export a format CS2 can use. Historical v1 codes remain unchanged for reference and may be rejected by the current client. Legacy static style 4 has a separate conversion workflow below; unsupported codes stay unmodified without an assumed preview. A recent record or a CSGO- prefix alone does not establish compatibility. To start fresh, choose Create new.
Browser previews speed up selection but cannot reproduce your resolution, scaling, map lighting, muzzle flash, and movement.
Recommended workflow
- Export and save your main code from the current game, then import that supported v3 code.
- Choose one goal, such as reducing distant coverage.
- Change one setting at a time.
- Export a candidate, import it through CS2 Settings → Crosshair / Scopes → Share or Import, and test it in game.
- Restore the original if it fails; name and save the new code if it passes.
Convert a historical static crosshair
- Paste the full historical code into the generator's code input, load it, and click Copy crosshair code. You can also click Copy directly on a player page or in a crosshair list.
- For legacy static style 4, the dialog shows Game resolution. Select your resolution in CS2, such as 1280 × 960; for a custom height, enter 960.
- The previews and compatible code update automatically. Compare the historical and compatible previews at the same height and display scale, review any warnings, then select Copy compatible code.
- Import the new code through CS2 Settings → Crosshair / Scopes → Share or Import. To edit it further, load the compatible code back into the generator.
- Test in game at the selected resolution. Convert again if you change the game resolution.
Conversion creates a separate current code; the historical original and its player record remain unchanged. It approximates the stationary appearance at the selected height and is not always lossless: outlines, overlapping arms, opacity, weapon-dependent gaps, and pixel alignment may differ. Dynamic and retired legacy styles are not supported for conversion. The compatible copy does not establish that a pro player uses it in the current game.
Adjustment order for cross shapes
- Length for silhouette and target coverage.
- Gap for empty center space.
- Thickness for visibility after the shape is right.
- Dot, outline, and color for specific background problems.
- Style only when you deliberately want static or dynamic behavior.
Current styles and baseline
The eight current styles are 0 Dynamic Cross, 1 Dynamic Circle, 2 Dynamic Cross Classic, 3 Static Circle, 4 Static Cross, 5 Shot Feedback, 6 Dot Only, and 7 Dynamic Quad. Static shapes are 3, 4, and 6; follow-recoil is a separate option. A still preview does not reproduce movement or firing feedback.
CSGO-QG73x-oE76N-APDS4-mf3Zo-rVmoE is the verified current default from our 720p test client, not a player attribution. Native dimensions use cl_crosshair_length, cl_crosshair_gap, and cl_crosshair_thickness; opacity uses cl_crosshaircolor_a. Keep the exported cl_crosshair_screen_height after dimension commands.
Share code or console commands
- Use a share code for importing, backup, sharing, and moving between computers.
- Use console commands for cfg files, binds, or direct inspection.
Stop when the center is easy to recover at near, mid, and long range without covering important target information. Stability matters more than tiny visual improvements in the browser.