Re: [Csgo_sdk] Vertex lighting after Canals

2017-03-23 Thread ics
Entity info_lighting is no way obsolete. Engine can never compute 
everything properly, which is why the entity exists for level designers 
to fix the odd lighting on some models.


-ics

Sylvain Menguy kirjoitti:


The point of vertex lighting is to avoid basic global lighting on en 
entire model.


Plus, i think it's only possible to get vertex lighting now, 
info_lighting is obselete now.



Valve is going to provide us with some infos about the changes on 
shaders/light computing. We just have to wait for few more days i guess.





*De :* Csgo_sdk  de la part 
de Max Chill 

*Envoyé :* jeudi 23 mars 2017 17:15
*À :* csgo_sdk@list.valvesoftware.com
*Objet :* Re: [Csgo_sdk] Vertex lighting after Canals
Have you tried using info_lighting in order to point to the origin of 
the light source?


On Thu, Mar 23, 2017 at 12:21 PM, Niels Gade <mailto:nielsg...@gmail.com>> wrote:


Tried it, no work. Do we agree that these are the correct params?
-final -hdr -textureshadows -staticproplighting -staticproppolys

2017-03-23 16:39 GMT+01:00 Max Chill mailto:mikema...@gmail.com>>:

Try increasing -StaticPropSampleScale under Vrad parameters.
This goes up to 16 I think, I usually do test compiles at .2
however, best to crank it up and compile with cordon tools to
see if this is the culprit.

Also make sure you're using  -StaticPropLighting

I would use default lighting valued for static_props as well



On Thu, Mar 23, 2017 at 9:15 AM, Niels Gade
mailto:nielsg...@gmail.com>> wrote:

Is anyone else experiencing issues with staticproplighting
and staticproppolys?

some pics
http://imgur.com/a/6Bmxh

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Re: [Csgo_sdk] Steam screenshots not capturing 1 to 1

2016-11-26 Thread ics
It's been the same for months now for everyone. For some reason, 
screenshots created ingame or with steam ingame screeshotter appear 
darker than before. If you take tga screenshots with for example tf2 and 
watch those, they appear as the original in the level.


So basically workaround is to take screenshots in tga and re-save as 
jpeg on your machine.


-ics



Michael Mayea kirjoitti:
I realise all my screenshots are very dark, darker than in the game. 
I've tried using Steam to capture screenshots and other programs like 
Afterburner and its the same result.


Anyone know how to fix this issue?


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Re: [Csgo_sdk] nav_generate crashing

2016-10-25 Thread ics
If you have an existing nav, and then you update the map, creating new 
area for it, you can do mark_nav_walkable on the new area and then run 
nav_generate_incremental (default is 2000 hammer units i think so it 
generates nav for that long distance only). If you would do nav_generate 
instead of it, it might overwrite the existing nav completely.


But anyway, before you run nav_generate, put on developer 2 in console 
and see if it pulls out any errors. Also if i were you, i would compile 
the map brushwork only without any props and details and such, see if 
that works. Then add in props and do compile again and new nav_generate. 
Add more stuff in untill you find the issue.


-ics

Michael Mayea kirjoitti:

I have used nav_mark_walkable, but I only place a single one.

I'm not sure how to use nav_generate_incremental, the default is set 
to 2000. I tried 500 and then generated a mesh and still crashed. Even 
reading the documentation, I'm still unsure as to what 
nav_generate_incremental does.




On Tue, Oct 25, 2016 at 4:50 PM, ics <mailto:i...@ics-base.net>> wrote:


Sorry slipped too fast, the command wasn't nav_mark but
nav_mark_walkable.

-ics

ics kirjoitti:

I've had some experience wth nav making in the past and i've
never seen it lock up like that. Have you tried setting
nav_mark and then do nav_generate or nav_generate_incremental?
Func_detail should be obvious as optimization but i dont think
it has affect on nav itself. After all, func_details are solid
always.

I suspect it tries to nav some area that has a lot of
leviation or some weird shape which causes it to crash and not
    perform it's function.

-ics

Michael Mayea kirjoitti:

Hi everyone, I'm making a Day of Infamy map, it uses the
CSGO SDK to my knowledge.

When I nav_generate, the game completely freezes. In fact
if I'm in fullscreen mode, my entire computer will lock
up, I cannot open task manager, I am forced to hard reboot
my PC. Now that is unusual! I also notice in the moments
before the crash, my framerate slowly dwindles to 0. If I
nav_generate in windowed mode, I can then at the very
least open task manager and close the game.

The map is quite large for Source Standards, but not
overly complex. I've spent a lot of time on Google trying
to find potential solutions and I haven't. In previous
versions of this map I have gotten the nav mesh to generate.

What is the relation between nav_generate and a
func_detail? If I add more details, does it speed up
nav_generate?

Does anyone have any tips for fixing this issue?

Thanks


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Re: [Csgo_sdk] nav_generate crashing

2016-10-25 Thread ics

Sorry slipped too fast, the command wasn't nav_mark but nav_mark_walkable.

-ics

ics kirjoitti:
I've had some experience wth nav making in the past and i've never 
seen it lock up like that. Have you tried setting nav_mark and then do 
nav_generate or nav_generate_incremental? Func_detail should be 
obvious as optimization but i dont think it has affect on nav itself. 
After all, func_details are solid always.


I suspect it tries to nav some area that has a lot of leviation or 
some weird shape which causes it to crash and not perform it's function.


-ics

Michael Mayea kirjoitti:
Hi everyone, I'm making a Day of Infamy map, it uses the CSGO SDK to 
my knowledge.


When I nav_generate, the game completely freezes. In fact if I'm in 
fullscreen mode, my entire computer will lock up, I cannot open task 
manager, I am forced to hard reboot my PC. Now that is unusual! I 
also notice in the moments before the crash, my framerate slowly 
dwindles to 0. If I nav_generate in windowed mode, I can then at the 
very least open task manager and close the game.


The map is quite large for Source Standards, but not overly complex. 
I've spent a lot of time on Google trying to find potential solutions 
and I haven't. In previous versions of this map I have gotten the nav 
mesh to generate.


What is the relation between nav_generate and a func_detail? If I add 
more details, does it speed up nav_generate?


Does anyone have any tips for fixing this issue?

Thanks


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Re: [Csgo_sdk] nav_generate crashing

2016-10-25 Thread ics
I've had some experience wth nav making in the past and i've never seen 
it lock up like that. Have you tried setting nav_mark and then do 
nav_generate or nav_generate_incremental? Func_detail should be obvious 
as optimization but i dont think it has affect on nav itself. After all, 
func_details are solid always.


I suspect it tries to nav some area that has a lot of leviation or some 
weird shape which causes it to crash and not perform it's function.


-ics

Michael Mayea kirjoitti:
Hi everyone, I'm making a Day of Infamy map, it uses the CSGO SDK to 
my knowledge.


When I nav_generate, the game completely freezes. In fact if I'm in 
fullscreen mode, my entire computer will lock up, I cannot open task 
manager, I am forced to hard reboot my PC. Now that is unusual! I also 
notice in the moments before the crash, my framerate slowly dwindles 
to 0. If I nav_generate in windowed mode, I can then at the very least 
open task manager and close the game.


The map is quite large for Source Standards, but not overly complex. 
I've spent a lot of time on Google trying to find potential solutions 
and I haven't. In previous versions of this map I have gotten the nav 
mesh to generate.


What is the relation between nav_generate and a func_detail? If I add 
more details, does it speed up nav_generate?


Does anyone have any tips for fixing this issue?

Thanks


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Re: [Csgo_sdk] Hammer Editor Selecting is delayed and slow

2015-11-25 Thread ics
Try pressing 1 to decrease hammer camera window draw distance and also 
zoom in the top, left and side views. Press 2 to increase camera draw 
distance. If you use tool brushes, you can also tick off everything else 
and make their faces bigger.


For example, tick off everything but the skybox brush. Select them all, 
take the texture browser open and change the texture scale X and Y to 2. 
Do the same for clip, playerclip, hint, skip, areaportal brushes. It 
will decrease the lag. You can also toggle off the things you don't need 
to see at the same time.


Do you have AMD card by chance? There's been reports that Hammer lags 
more with AMD card (i have one, so i'm used to it lagging time to time). 
I haven't tried on nvidia card.


-ics

Michael Mayea kirjoitti:
Thanks for the reply, I know you're correct from experience! I use to 
have these scrolling water textures that in the .vmf used a proxy, and 
unless I had them switched off in Hammer it would make the 3D view lag.


However I am not using these now; I will deduce best I can to see if 
there is another texture culprit


On Wed, Nov 25, 2015 at 1:07 PM, RedMser <mailto:redmser@gmx.de>> wrote:


Hi, I have noticed that there are some textures that make the
CS:GO Hammer lag incredibly for selections and displacements when
using certain textures.

Seems to be because of it using detail props, but I'm not sure
about that.

Try changing the textures temporarily and see if that fixes
anything; didn't hear of that issue in any other context.

~RedMser


Am 25.11.2015 um 18:59 schrieb Michael Mayea:

Hey everyone, been using Hammer for years and never had this
problem!

I've been working on a greybox for a map for about 1 year now, it
has gone through huge changes and currently sits under 900
solids. It's a very simple map, a true greybox, however it lags
like crazy when I go to select multiple brushes or faces for
texturing.

I've tried everything I can think of, lowering clipping plane,
turning on radius culling, copying my map into a new .vmf,
switching off as many filters as I can.

I think this is a bug, because my map is relatively simple and my
other maps do not make Hammer lag so I'm stumped.

Any ideas appreciated!


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Re: [Csgo_sdk] prop_static lightmaps

2015-02-11 Thread ics
Different branch of Source engine. Adding to FGD doesn't work untill 
Valve adds support for it.


-ics

Dominik Rungelrath kirjoitti:


I saw that TF2 recently added lightmap support for prop_statics. Could 
we get this added to the CS:GO branch of the engine too? Or is it 
already in and we just need to add it to the FGD?




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[Csgo_sdk] About workshop uploading

2014-11-07 Thread ics
The link here http://steamcommunity.com/sharedfiles/browse/?appid=730 
with topic "New Workshop Publishing process" is also faulty. Impossible 
to read more due to faulty url.


Now that the uploading of maps, stickers and weapon finishes has moved 
into the game itself, remove that link from the SDK menu as it displays 
nothing now and everything uploaded with it will not download from 
workshop.


Shouldn't there be a menu for uploading stuff to workshop (that would 
open the workshop_uploader, so that everyone would know how it's done 
instead of hiding it as a console command?


-ics

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Re: [Csgo_sdk] Workshop maps with Vscripts

2014-10-21 Thread ics
Just wanting to point this out, in L4D2, vscripts where in l4d/vscripts 
but in CSGO, valve seems to have placed them under csgo/scripts/vscripts 
so maybe they do work but are not supposed to execute from the old 
location, but the new one. Valve even has examples placed under the 
scripts/vscripts path.


-ics

Michael Mayea kirjoitti:
Thank you for the timely reply, I have my Vscripts as a .nut file and 
not .txt. I have 1 vscript file in the csgo/vscripts folder, and the 
rest in csgo/vscripts/territorycontrol


I'm certain the Vscripts work, I have the map functioning on a 
dedicated server, however I had to hand those files to the operator 
manually and not embedded.


As of now, the dedicated crashed when pulling everything from the 
Workshop with the files embeded. However, since you have confirmed for 
me that embedding the vscripts is supposed to be done, I feel 
confident the issue is on my end somewhere and that I can resolve this 
by combing over everything.


Again thank you, I should be able to resolve this on my own now.

On Tue, Oct 21, 2014 at 12:54 PM, ics <mailto:i...@ics-base.net>> wrote:


Workshop upload system itself doesn't include vscripts into bsp,
so you would have to do it yourself. What file-ending are you
using for the vscript and are you sure which is at fault - the
vscript itself or the contents of it?

-ics

Michael Mayea kirjoitti:

What is the correct to attach vscripts to a BSP when uploading
to the workshop? If I embed the files it works for listen
servers, however it crashes dedicated servers.

I'll update the wiki with the info if someone takes the time
to explain.


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Re: [Csgo_sdk] Workshop maps with Vscripts

2014-10-21 Thread ics
Workshop upload system itself doesn't include vscripts into bsp, so you 
would have to do it yourself. What file-ending are you using for the 
vscript and are you sure which is at fault - the vscript itself or the 
contents of it?


-ics

Michael Mayea kirjoitti:
What is the correct to attach vscripts to a BSP when uploading to the 
workshop? If I embed the files it works for listen servers, however it 
crashes dedicated servers.


I'll update the wiki with the info if someone takes the time to explain.


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Re: [Csgo_sdk] Breakable window prop and leftover window frame

2014-10-15 Thread ics
I don't think you can make it so, unless there is another window frame 
that is static (which you can set to non solid). Use that with the 
breakable one.


Otherwise you would need to adjust to model itself to work as you want 
it to work but it's no way easy task to do if you haven't been playing 
with models before.


-ics

Aaron Stout kirjoitti:
I am using models/props_windows/window_industrial.mdl window prop in a 
csgo map. It's breakable and automatically spawns gibs and a window 
frame prop. the problem is that the window frame prop that stays 
behind is also breakable, and it turns into two huge chunks of wood 
when broken. how do i make the original window prop breakable but the 
leftover frame prop non-solid and non-breakable like you'd expect?



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Re: [Csgo_sdk] Looking to team block method for CSGO

2014-10-14 Thread ics
What you are looking for would be func_respawnroomvisualizer but it 
doesn't exist in CSGO, only in TF2 and DOD Source.


Valve would need to add support for it. Tell us what you are doing and 
they might do a compliment and implement it.


-ics

Michael Mayea kirjoitti:
This does not appear to block players, only physics objects, after 
testing. I textured it trigger, made a logic_auto ensure it started 
enabled, set the filter to both allow / disallow, tried both teams, I 
could no get this to function as desired.


On Tue, Oct 14, 2014 at 3:08 PM, Jesse Oak <mailto:wazanato...@gmail.com>> wrote:


https://developer.valvesoftware.com/wiki/Func_clip_vphysics is
what I would try

On Oct 14, 2014 1:51 PM, "Michael Mayea" mailto:mikema...@gmail.com>> wrote:

I'm in need of a way from preventing T's or CT's from entering
certain areas, I'm presently using a filter entity with a
func_push but it's not working very well. The helpers for
func_push are not very accurate for the push direction comes
from the center, so if you approach from the side you are push
sideways and not back. Also it seems that with enough
persistence you can always break through a func_push even with
a very high push force and entity thickness.

I'd really like to ditch this method all together, can anyone
think of a way to simply have team specific clips for CSGO?
How was this done in Day of Defeat Source?

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Re: [Csgo_sdk] Latest CSGO update removed ability to upload map to workshop?

2014-10-03 Thread ics

Thanks!

-ics

Magnar Jenssen kirjoitti:

Hi.

We re-shipped the Workshop Map Publish tool available from the CSGO SDK for 
now, since we are still working out some kinks with the new workshop_publish.

Sorry for the confusion.

-Magnar

-Original Message-
From: csgo_sdk-boun...@list.valvesoftware.com 
[mailto:csgo_sdk-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Friday, October 03, 2014 2:49 PM
To: csgo_sdk@list.valvesoftware.com
Subject: Re: [Csgo_sdk] Latest CSGO update removed ability to upload map to 
workshop?

Workshop_publish command does open up a menu but it does not list existing 
items. Cannot update maps by using it.

-ics

Ted McIlwain kirjoitti:

Its now based in game. From what I've been told from magnar j.

On Oct 3, 2014 5:39 PM, "ics" mailto:i...@ics-base.net>> wrote:

 Latest CSGO update removed ability to upload map to workshop? How
 are we supposed to update and upload new maps now?

 -ics

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Re: [Csgo_sdk] Latest CSGO update removed ability to upload map to workshop?

2014-10-03 Thread ics
Workshop_publish command does open up a menu but it does not list 
existing items. Cannot update maps by using it.


-ics

Ted McIlwain kirjoitti:


Its now based in game. From what I've been told from magnar j.

On Oct 3, 2014 5:39 PM, "ics" <mailto:i...@ics-base.net>> wrote:


Latest CSGO update removed ability to upload map to workshop? How
are we supposed to update and upload new maps now?

-ics

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[Csgo_sdk] Latest CSGO update removed ability to upload map to workshop?

2014-10-03 Thread ics
Latest CSGO update removed ability to upload map to workshop? How are we 
supposed to update and upload new maps now?


-ics

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Re: [Csgo_sdk] Latest update broke hammer

2014-09-11 Thread ics

Hammer has been fixed.

-ics

ics kirjoitti:
Latest update to CSGO broke hammer. It no longer starts from SDK menu 
or from hammmer.exe directly. Please fix.


-ics

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[Csgo_sdk] Latest update broke hammer

2014-09-11 Thread ics
Latest update to CSGO broke hammer. It no longer starts from SDK menu or 
from hammmer.exe directly. Please fix.


-ics

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Re: [Csgo_sdk] Why model fences and metallic brush surfaces don't penetrate bullets anymore?

2014-07-17 Thread ics
Yeah i noticed this. They also fixed the railings made out of brushes to 
be penetrable.


-ics

Michael Mayea kirjoitti:


Release Notes for 7/16/2014

[GAMEPLAY]

  * Fixed the bullet penetration system not penetrating static GRATE
surfaces (fences) and brushes that are NODRAW on both sides (for
example, the ladder in Cache).



On Sun, Jul 13, 2014 at 3:35 PM, Michael Mayea <mailto:mikema...@gmail.com>> wrote:


CSGO's penetration system was just updated and is now riddled with
bugs. They just patched nodraw and displacements affecting
penetration in odd ways so I imagine a fix for fences and metal
are very near, perhaps next week.

For the fence I always make it non-solid with a player clip, that
way no bullet penetration happens.


On Sun, Jul 13, 2014 at 2:25 PM, ics mailto:i...@ics-base.net>> wrote:

Forgot to include a link of some examples. Don't have images
on model fences though but they also do not penetrate bullets
at all.

http://steamcommunity.com/profiles/76561198031428373/screenshots/?appid=730

-ics

ics kirjoitti:

Why is every single fence model now unpenetrable, as well
as every brush that are textured with metallic surface
properties? Is this a mistake by Valve in the recent
update or should we avoid using such things in our maps in
the future?

-ics

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Re: [Csgo_sdk] Why model fences and metallic brush surfaces don't penetrate bullets anymore?

2014-07-13 Thread ics
Forgot to include a link of some examples. Don't have images on model 
fences though but they also do not penetrate bullets at all. 
http://steamcommunity.com/profiles/76561198031428373/screenshots/?appid=730


-ics

ics kirjoitti:
Why is every single fence model now unpenetrable, as well as every 
brush that are textured with metallic surface properties? Is this a 
mistake by Valve in the recent update or should we avoid using such 
things in our maps in the future?


-ics

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[Csgo_sdk] Why model fences and metallic brush surfaces don't penetrate bullets anymore?

2014-07-13 Thread ics
Why is every single fence model now unpenetrable, as well as every brush 
that are textured with metallic surface properties? Is this a mistake by 
Valve in the recent update or should we avoid using such things in our 
maps in the future?


-ics

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Re: [Csgo_sdk] Custom textures on models?

2014-05-05 Thread ics
You need to decompile the model and then change the texture within it's 
files along with paths to correct files. Then compile back to working 
model. If you have the model source files, it would be a lot easier.


-ics

Niels Gade kirjoitti:
How do I make the game load a custom textures on, for example, 
car_nuke? Planning to pack it into the bsp on release.



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Re: [Csgo_sdk] Just a note to those who have made maps to the workshop

2014-04-24 Thread ics
He's referring to the 25% cut mentioned here 
http://steamcommunity.com/workshop/about/?appid=730 that applies to 
items. In CSGO, all pass sales will go directly to mappers, or they 
atleast used to during first operation.


However, i'm not in this for money myself, i would just like to have an 
equal chance to have a map looked at like everyone else. Sadly they seem 
to be looking and picking up maps from the people they know of mostly. 
This does not apply only to CSGO but to TF2 aswell. Same people who 
create items and maps have higher chance to get back in touch witl Valve 
most likely than everyone else.


-ics

Michael Mayea kirjoitti:

Jon Higgins I do not recall ever reading Valve takes 75% of the cut.


On Thu, Apr 24, 2014 at 3:09 PM, Eugenio Roman 
mailto:eugenio.motanu...@gmail.com>> wrote:


Yeah. Networking is important.

On Apr 24, 2014 2:02 PM, "Jon Higgins" mailto:jon.higg...@gamebanana.com>> wrote:

Only a handfull of people make money from the workshop via
these operations and even then Valve takes 75% of the money.
If you look back at the various operations it's the same few
names over and over again. (Tanuki, 3Dnj, FMPONE, Volcano,
Rick etc..) Unless you're already on their radar (or
recommended by someone who is) I doubt you'll get noticed.
There are simply too many maps for them to test them all :(

On Thu, Apr 24, 2014 at 7:47 PM, Eugenio Roman
mailto:eugenio.motanu...@gmail.com>> wrote:

Maybe this will be operation underground. Where they
release unknown maps. Who knows? All we can do is map and
iterate and enjoy mapping

On Apr 24, 2014 1:41 PM, "Michael Mayea"
mailto:mikema...@gmail.com>> wrote:

You can draw a picture in MSpaint and companies like
Blizzard and Riot Games will acknowledge your
existence. Wish I didn't have to hold my breath with
Valve.


On Thu, Apr 24, 2014 at 2:34 PM, Eugenio Roman
mailto:eugenio.motanu...@gmail.com>> wrote:

Make an update or post on reddit and other clan
        forums to promote your map.

On Apr 24, 2014 1:32 PM, "ics" mailto:i...@ics-base.net>> wrote:

You propably never will, unless your map gets
selected for an operation. Don't hold your
breath, i'm not. Pretty sure they only check
the "most popular all time" list this time
instead of digging in to maps.

-ics

Michael Mayea kirjoitti:

How do we know if Valve has played our
map? Will they provide us with feedback?
De_Vandal has been on the workshop for a
        while now and I have heard nothing.


On Wed, Apr 23, 2014 at 3:12 PM, ics
mailto:i...@ics-base.net>
<mailto:i...@ics-base.net
<mailto:i...@ics-base.net>>> wrote:


https://twitter.com/csgo_dev/status/459031291300544513

-ics

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Re: [Csgo_sdk] Just a note to those who have made maps to the workshop

2014-04-24 Thread ics
You propably never will, unless your map gets selected for an operation. 
Don't hold your breath, i'm not. Pretty sure they only check the "most 
popular all time" list this time instead of digging in to maps.


-ics

Michael Mayea kirjoitti:
How do we know if Valve has played our map? Will they provide us with 
feedback? De_Vandal has been on the workshop for a while now and I 
have heard nothing.



On Wed, Apr 23, 2014 at 3:12 PM, ics <mailto:i...@ics-base.net>> wrote:


https://twitter.com/csgo_dev/status/459031291300544513

-ics

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[Csgo_sdk] Just a note to those who have made maps to the workshop

2014-04-23 Thread ics

https://twitter.com/csgo_dev/status/459031291300544513

-ics

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Re: [Csgo_sdk] $1,000 CS:GO mapping contest!

2014-03-11 Thread ics
Just a quick follow-up question. I understand this is for new maps but 
if map is submitted to the contest, is it allowed to submit to steam 
workshop also at the same time?


-ics

Jon Higgins kirjoitti:

Hi Eugenio,

We realise that a lot of people were annoyed with last years results - 
it was our first time launching a co-sponsored event - however we have 
learnt a lot from it and have taken on board these comments. This time 
we will make sure that the rules and terms are more clearly displayed, 
and we are going to be very transparent about our judging process, by 
publishing a full list of criteria to avoid any disappointment.



On Tue, Mar 11, 2014 at 5:46 PM, Eugenio Roman 
mailto:eugenio.motanu...@gmail.com>> wrote:


I am not going to take in, as I have other projects, but even if.
It was a huge disapointment last year. When maps that clearly
broke the rules were not disqualified. That was a huge insult to
everyone who spent time thinking eveyr aspects of their new layouts.

Good luck with it and I hope you guys stick by your own rules.


On Tue, Mar 11, 2014 at 11:44 AM, Jon Higgins
mailto:jon.higg...@gamebanana.com>>
wrote:

Hey chaps!

I'm pleased to announce that the GameBanana/CEVO mapping
contest is back for it's second year! I don't normally post
about our contests here, however I feel it is extremely
relevant to the members this group. (Hopefully you guys don't
consider it advertising!)

Last year's contest was massively successful with two maps
developed for the contest ending up being selected for
Operation Bravo. This time we are back with even bigger prizes
- First place nabbing a cool $500, plus their map used in
professional tournaments!

*Brief:* The task is simple, you have 90 days from this post
to develop and test a custom CS:GO map designed for 5v5s
competitive gameplay! After an initial round of consultation
by the teams at both GameBanana and CEVO a shortlist will go
on to be be tested and voted on by some of the games top
professional players!

*Prizes:* 1st Place: $500 | 2nd Place: $350 | 3rd Place: $150

Full details can be found here ->
http://gamebanana.com/contests/47

This is a great chance for some of you to show your skills to
the world and produce high quality content for use in the
professional gaming scene! Who knows maybe you'll follow in
the footsteps of last years finalists such as DE_GWALIOR!



Any questions feel free to ask!

-- 
*Jon Higgins*

VP Marketing & Research

<http://gamebanana.com/>
Facebook <https://www.facebook.com/GameBananaSite> | Twitter
<https://twitter.com/gamebanana> | Youtube
<http://www.youtube.com/user/gamebananasite> | STEAM
<http://steamcommunity.com/groups/gamebanana> | Google+
<https://plus.google.com/u/0/+gamebanana/posts>

A *VVGNET* site - VVGNET.com <http://vvgnet.com/>

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-- 
Eugenio "Motanum" Roman


https://sites.google.com/site/motanumproyect/
eugenio.motanu...@gmail.com <mailto:eugenio.motanu...@gmail.com>
http://twitter.com/#!/MotanumR <http://twitter.com/#%21/MotanumR>
http://steamcommunity.com/id/Motanum
http://www.youtube.com/user/motanium


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--
*Jon Higgins*
VP Marketing & Research

<http://gamebanana.com/>
Facebook <https://www.facebook.com/GameBananaSite> | Twitter 
<https://twitter.com/gamebanana> | Youtube 
<http://www.youtube.com/user/gamebananasite> | STEAM 
<http://steamcommunity.com/groups/gamebanana> | Google+ 
<https://plus.google.com/u/0/+gamebanana/posts>


A *VVGNET* site - VVGNET.com <http://vvgnet.com/>


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Re: [Csgo_sdk] Doing a Full Compile

2014-02-25 Thread ics
I get the idea that you have changed lightmaps from default 16 to 8 on 
most surfaces you have. If you did that, don't. You should only use 
below 16 on certain spots that require it.


Also, vvis usually crashes or takes very long time if there is an odd 
shaped brush like cylinder that takes a lot of time to complete.


-ics

Niels Gade kirjoitti:
I've optimized the lightmaps and I haven't used water. Is there a 
limit to the amount of faces I can apply lightmap 8 to?



2014-02-25 14:51 GMT+01:00 Skibur <mailto:beyondurwo...@hotmail.com>>:


Something is amiss… Check your texture’s lightgrid map. Make sure
they’re set to an appropriate value. (You might have to optimize
it between which is important and which is not important.)

Also, just wanted to make sure, are there any viscluster
interacting with waterbrush? Avoid doing that.

*From:*csgo_sdk-boun...@list.valvesoftware.com
<mailto:csgo_sdk-boun...@list.valvesoftware.com>
[mailto:csgo_sdk-boun...@list.valvesoftware.com
<mailto:csgo_sdk-boun...@list.valvesoftware.com>] *On Behalf Of
*Niels Gade
*Sent:* Tuesday, February 25, 2014 7:32 AM
*To:* Nick Haruk; csgo_sdk@list.valvesoftware.com
<mailto:csgo_sdk@list.valvesoftware.com>
*Subject:* Re: [Csgo_sdk] Doing a Full Compile

I've func_detailed half the map.

2014-02-25 14:02 GMT+01:00 Nick Haruk mailto:nickha...@yahoo.com>>:

Other than visclusters, what else do you do to keep the vis neat?

On Tuesday, February 25, 2014 6:39 AM, Niels Gade
mailto:nielsg...@gmail.com>> wrote:

My vrad.exe crashes when doing the vis. I've cleaned up the
portals with func_viscluster, but to no avail. I'm using
-textureshadows, -staticproppolys, and -staticproplighting, do
they need to be in order for it to work?

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Re: [Csgo_sdk] Valve, it would have been nice to know.

2014-02-24 Thread ics
Well it's mostly luck  if you get enough views, subs and ratings on the 
workshop to reach into the top few pages of most popular maps, ever. 
There is that first week, which currently decides if your map goes there 
or not. Key is to have enough ready and promoted map to get to the place 
where your map is shown in the "most popular this week list", in the 
first spot right after it's first release, so it shows in steam client 
where players start their game which use the detail view of the game.


 If you don't go there, the chances are that nobody really sees your 
map after the first week has passed. After that, your map needs to have 
twice more votes each day than recently submitted, so you would stick on 
a top of the most popular this week list. This sadly is the criteria 
where valve will pick the maps. I seriously doubt they will pick a map 
submitted 6 months ago with 3000 vies when the most popular operation 
ones were at 15000-3 when they got picked up.


I'll give an example, with diagrams. Everyone loves those, especially 
with powerpoint slides.


My first submission, 91 days in workshop, reached the most popular this 
week list #1 place in the first week. 
http://server2.pelipurkki.fi/~dustin/csgo/map_1.jpg (now 16133 views 
7013 subscribers, 567 positive ratings)



My second submission, 19 days un workshop, did not reach most popular 
this week #1 place, though was on #2 and not displayed in steam client. 
http://server2.pelipurkki.fi/~dustin/csgo/map_2.jpg (now 1768 views 1919 
subscribers and 125 positive ratings)


So if you sum that up, the first map has been on very low attention 
since and to my surprise, servers have adopted the second map and run 
it, and people subscribe by downloading it that way. However they never 
see the map on workshop, unless they press esc ingame and rate it, which 
rarely happens. Cold fact is, no one pretty much never see these maps, 
unless they dig in quite deep in the workshop. Same applies to very 
large chunk of the submitted maps.


To fix this, I have suggested mapping contest, weekly map introduction 
to cs blog and how to make workshop better but i haven't heard anything 
back. Some of my thoughts were actually viable, such as writing reviews 
on maps that would show on the "stream" to all to your friends (clicking 
your name on steam client). Random map/item choice browsing for 
workshop, that would give a random map from set criteria (de_, cs_  or 
last month, lifetime, wild choice, etc).


-ics


Nick Haruk kirjoitti:
> If you do the math, this kind of behaviour doesn't encourage people 
to do levels, except the few people that have their work in already.


The first time I saw the little announcement to vote on maps for the 
next operation, and it was full of previous operation maps, I thought 
"huh, there must not have been enough good maps lately."  I don't know 
how common that thought was in others.  I didn't check the workshop 
afterward to see if that was the case. Heck, it may go so far as to 
discourage players from voting on new content, by implicitly 
suggesting there isn't anything worthy.


Vulgarman, armchair psychologist


On Saturday, February 22, 2014 1:05 AM, ics  wrote:
Actually Michael is correct in one thing. Valve is the gatekeeper, and
if you haven't got the connections, it's very hard to get your own map
into their sights. Infact they are doing the same thing on CSGO that
they did with TF2. If  you have gotten one map (or item) to the game,
there is a bigger chance for you to get more in much more easier. Valve
picked the first 7, then 8 more, make community vote out from within
those 15 and put every single map on the workshop aside. If you do the
math, this kind of behaviour doesn't encourage people to do levels,
except the few people that have their work in already.

If you look at 2 past operations and their maps, there's more than few
people that have 2 or more maps (or have collaborated with a map) in the
3 operations we currently have. There's nothing wrong in that, good job
by the people who got their maps in but still makes me wonder if Valve
favors them just because they are lazy or too busy to dig in properly
and test the maps. I'm, not going Angry Joe here though.

-ics

Andy Posey kirjoitti:
>
> Well there is a certain quality that they expect. Although, how that
> library map made it in the first OP is beyond me.
>
> On Feb 21, 2014 11:32 PM, "Michael Mayea" <mailto:mikema...@gmail.com>

> <mailto:mikema...@gmail.com <mailto:mikema...@gmail.com>>> wrote:
>
>That's just not true, Valve is rejecting maps with huge followings
>and subscribers and telling the map maker to make it look better.
>It's not about votes, Valve is the gate keeper.
>
>
>On Sat, Feb 22, 2014 at 12:27 AM, Skibur
>mailto:

Re: [Csgo_sdk] Valve, it would have been nice to know.

2014-02-21 Thread ics
Actually Michael is correct in one thing. Valve is the gatekeeper, and 
if you haven't got the connections, it's very hard to get your own map 
into their sights. Infact they are doing the same thing on CSGO that 
they did with TF2. If  you have gotten one map (or item) to the game, 
there is a bigger chance for you to get more in much more easier. Valve 
picked the first 7, then 8 more, make community vote out from within 
those 15 and put every single map on the workshop aside. If you do the 
math, this kind of behaviour doesn't encourage people to do levels, 
except the few people that have their work in already.


If you look at 2 past operations and their maps, there's more than few 
people that have 2 or more maps (or have collaborated with a map) in the 
3 operations we currently have. There's nothing wrong in that, good job 
by the people who got their maps in but still makes me wonder if Valve 
favors them just because they are lazy or too busy to dig in properly 
and test the maps. I'm, not going Angry Joe here though.


-ics

Andy Posey kirjoitti:


Well there is a certain quality that they expect. Although, how that 
library map made it in the first OP is beyond me.


On Feb 21, 2014 11:32 PM, "Michael Mayea" <mailto:mikema...@gmail.com>> wrote:


That's just not true, Valve is rejecting maps with huge followings
and subscribers and telling the map maker to make it look better.
It's not about votes, Valve is the gate keeper.


On Sat, Feb 22, 2014 at 12:27 AM, Skibur
mailto:beyondurwo...@hotmail.com>> wrote:

If you are trying to map makes specifically for Valve Corp.
and employees, then you are doing it incorrectly.

It’s not Valve that you’re aiming for, it’s the people that
are interested in your product that you make. Specifically,
the community.

Publish your map on Steam workshop. If people like your map,
then Valve will have a chances to check them out.

As for the Operation DLC, all I can say appropriately is…

“Valve Time”.

All the best

-Skibur

*From:*csgo_sdk-boun...@list.valvesoftware.com
<mailto:csgo_sdk-boun...@list.valvesoftware.com>
[mailto:csgo_sdk-boun...@list.valvesoftware.com
<mailto:csgo_sdk-boun...@list.valvesoftware.com>] *On Behalf
Of *Nick Haruk
*Sent:* Friday, February 21, 2014 10:55 PM
*To:* csgo_sdk@list.valvesoftware.com
<mailto:csgo_sdk@list.valvesoftware.com>
*Subject:* Re: [Csgo_sdk] Valve, it would have been nice to know.

Valve Handbook for new employees, page 52

> What is Valve Not Good At?

> Disseminating information internally

Whether this list is considered internal or not, who knows. 
Somebody might.


Isn't it operation Phoenix?  Like, rise from the ashes
phoenix?  Like, return to life phoenix?  As apposed to Icarus,
who flew towards the sun with wings of wax.

Operation Phoenix sounds like retreading the maps in name, and
that's what it does. Operation Icarus will be a pack of maps
that only look good in screen shots, look forward to that! 
(Just kidding, that wouldn't get a release.)


Now, if it was Operation Chuck, I'd be worried.

Consider this pack time to get in gear.  This is how you know,
and with a time estimate. Month or more from last pack
release.  I expect Chuck to come out around Spring Break, but
that's just my amature biz-dev speculation.



Regards,
Vulgarman
http://steamcommunity.com/id/vulgarman/

On Friday, February 21, 2014 1:58 AM, Michael Mayea
mailto:mikema...@gmail.com>> wrote:

Valve I believe you should have communicated your intent to
redistribute the maps for the next Operation more clearly. I
was under the impression opportunity was present when it
wasn't, and I worked tremendously hard at a chance to get my
map into the next Operation when there was never really a
chance to begin with.

Do you know what it is like to try and serve Valve? It feels
like a pipe dream, like I'm shooting for something that is so
improbable I contemplate sometimes if I truly am a rational
being. I spent weeks cramming for something that had no clear
deadline and wasn't even a real opportunity, at the end of it
all I just feel duped. Not only did my map not make it into
the Operation, there was never a chance it was going to
happen, and Valve didn't even leave a comment on the workshop
page. Over 8 months of hard work that did nothing but fall on
deaf ears.

I've spent thousands of hours the past 11 years teaching

Re: [Csgo_sdk] Valve, it would have been nice to know.

2014-02-21 Thread ics
Don't be too hard on yourself. I'd like to point that if you aim to 
please Valve, you aren't on the right track. What you should do is try 
to please the players and server admins that might play or run your map. 
Doing the best you can, spreading information about it and responding to 
feedback is the best thing you can do. Then if users and admins like 
your map, they will run it, play it and Valve might pick it up for 
operation.


However, what comes to workshop submissions, it's mere luck if your map 
get s a lot of views or not as in users attention. First week is 
critical. If your map hits spot 1 on most popular this week, the folks 
will see it on Steam on the CSGO page when they go and start the game, 
if they use the game details view. That brings  a lot of views and 
subscriptions and ratings.


For example, the first map i submitted to CSGO workshop got over 14000 
views, 550 ratings in the first week and it got to that spot. The second 
map that i submitted about 2 weeks ago (which i think is even better 
than the one before), never got that attention and views got left under 
1800 views and 128 ratings right now. This is actually a bad flaw in 
workshop, as it favors mostly luck and what gets released at the same 
time as your map does.


But seriously speaking, don't aim to please Valve. That will never work. 
Just do the best you can and you might get lucky.


Valve could arrange a map contest, for new maps only. Give time like 6 
months to produce work. It would bring up attention nicely and equally 
to everyone.


-ics

Michael Mayea kirjoitti:
It's not bad at all, but the lack of information is inconvenient. What 
is the deadline? Will new maps be in the next Operation? Will they 
look for demolition maps or defuse maps or hostage maps? How do you 
even know if your map is good enough, some people have over 50k 
subscribers and don't hear a peep from Valve.





On Fri, Feb 21, 2014 at 9:31 AM, Andy Posey 
mailto:witsalldonebe...@gmail.com>> wrote:


Well that sounds like they are going to be doing OP's for
different things. Which isn't bad.

On Feb 21, 2014 1:29 AM, "Michael Mayea" mailto:mikema...@gmail.com>> wrote:

No new maps were added to the Operation, nobody had a chance.
Valve can sort the workshop items according to popularity,
they don't have to search through every item.


On Fri, Feb 21, 2014 at 2:09 AM, Andy Posey
mailto:witsalldonebe...@gmail.com>> wrote:

What? You need to gather community interest. You can't
expect Valve to search through each and every workshop
item. Also, what do you mean you didn't have a chance?

On Feb 21, 2014 12:58 AM, "Michael Mayea"
mailto:mikema...@gmail.com>> wrote:

Valve I believe you should have communicated your
intent to redistribute the maps for the next Operation
more clearly. I was under the impression opportunity
was present when it wasn't, and I worked tremendously
hard at a chance to get my map into the next Operation
when there was never really a chance to begin with.

Do you know what it is like to try and serve Valve? It
feels like a pipe dream, like I'm shooting for
something that is so improbable I contemplate
sometimes if I truly am a rational being. I spent
weeks cramming for something that had no clear
deadline and wasn't even a real opportunity, at the
end of it all I just feel duped. Not only did my map
not make it into the Operation, there was never a
chance it was going to happen, and Valve didn't even
leave a comment on the workshop page. Over 8 months of
hard work that did nothing but fall on deaf ears.

I've spent thousands of hours the past 11 years
teaching people how to use your software, how to make
maps, how to solve problems. I do it for free, I do it
because I believe map making is an art form of its own
and I want to help it grow, and I do it because I love
it.

It would have made my day even if you told me my map
wasn't any good.

Sincerely,

Michael "zastels" Mayea.






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[Csgo_sdk] Unable to upload screenshots to workshop - file upload failed: 2

2014-02-16 Thread ics

Hey

Getting this irritated error, "file upload failed: 2" each time i try to 
upload screenshots to the workshop. Is there a disk full or something or 
what the heck causes error like this?


-ics

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Re: [Csgo_sdk] Level overview fails after recent update?

2014-02-13 Thread ics
...and moments later you realise that you forgot to cut from red line. 
My mistake, ignore the previous message.


-ics

ics kirjoitti:

Hey there.

I was redoing the level overview for the map i am making with and no 
matter what i do, it always fails as in, stuff on radar is in wrong 
place while i run out at the map. Despite what i do, it always ends up 
being off course on every time i take the shot and start it in the game.


So has anyone tried to make overview after latest update?

-ics

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[Csgo_sdk] Level overview fails after recent update?

2014-02-13 Thread ics

Hey there.

I was redoing the level overview for the map i am making with and no 
matter what i do, it always fails as in, stuff on radar is in wrong 
place while i run out at the map. Despite what i do, it always ends up 
being off course on every time i take the shot and start it in the game.


So has anyone tried to make overview after latest update?

-ics

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[Csgo_sdk] tools/toolsblockbomb

2014-02-08 Thread ics
Noticed that there is new tools brush on Hammer, tools/toolsblockbomb. 
Obviously it seems to block the bomb from being set but how it should be 
used? Clip or invisible will block bomb from going into narrow holes 
where it cannot be picked up but this would prevent bomb from planting?


-ics

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Re: [Csgo_sdk] Check out my new map De_Vandal

2014-02-07 Thread ics
Give the guy a break, he was just enthusiastic about getting more 
attention to his map.


Just a fyi to you Michael, Valve doesn't really provide direct feedback. 
If you are lucky or ask politely from someone who is a level designer, 
he or she might give you direct feedback but don't count on it and 
especially don't start mailing to every employee who works at Valve. If 
your map is good enough for the next operation, they will contact you so 
just do your best.


-ics

Michael Mayea kirjoitti:
Someone just posted their map and received feedback. All I got was 3 
trolls, luck of the draw I guess.



On Fri, Feb 7, 2014 at 4:22 PM, <mailto:kmahajani...@gmail.com>> wrote:


The mailing list isn't for feedback on/advertising for your new
map. It’s for technical questions about mapmaking/the SDK.

*From:* Michael Mayea <mailto:mikema...@gmail.com>
*Sent:* Friday, February 07, 2014 2:20 PM
*To:* csgo_sdk@list.valvesoftware.com
<mailto:csgo_sdk@list.valvesoftware.com>

You can help me by testing the map out and providing feedback.


On Fri, Feb 7, 2014 at 4:18 PM, Andy Posey
mailto:witsalldonebe...@gmail.com>>
wrote:

lol wut?


On Fri, Feb 7, 2014 at 3:14 PM, Michael Mayea
mailto:mikema...@gmail.com>> wrote:

Andy, feel free to provide me with help and support.


On Fri, Feb 7, 2014 at 4:10 PM, Andy Posey
mailto:witsalldonebe...@gmail.com>> wrote:

@Mayea, I don't think you should be advertising on a
email list that's meant for help/support.


On Fri, Feb 7, 2014 at 2:10 PM, Michael Mayea
mailto:mikema...@gmail.com>> wrote:

Woops forgot the link here ya go.


http://steamcommunity.com/sharedfiles/filedetails/?id=218845004


On Fri, Feb 7, 2014 at 2:58 PM, Craig Shannon
mailto:cr...@mynameiscraig.com>> wrote:

Hey Mayea,

No.

Regards,
Craig


On 7 February 2014 19:51, Michael Mayea
mailto:mikema...@gmail.com>> wrote:

Hey everything, check out my CSGO map.
It's designed to be competitively balanced
and fun to play on pubs. It's in pretty
good shape right now, just going to add
better visuals and maybe change elevator
shaft. It'd be nice if Valve could provide
me with some feedback, I'd like to get
into the next Operation and I'll do what I
need to do.

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Re: [Csgo_sdk] de_callie

2014-02-06 Thread ics
Thanks a lot! It was really interesting to see someone playing it live 
and commenting things. Some of the things that you noticed, i will take 
care of like the low res door that Niels also mentioned. All models were 
also stock ones that i used, the fishing net originally appeared in 
L4D2. Btw that BOT Chet really pwned you :P


Thanks again, stuff like this really helps.

-ics

Eugenio Roman kirjoitti:

I made this for you! http://youtu.be/3Hz1BHjigbI

If you see this immediately, it might take some time to process.


On Thu, Feb 6, 2014 at 3:35 PM, ics <mailto:i...@ics-base.net>> wrote:


I must have ran the map through hundreds of times looking for
something like this. I usually spot things like this myself on
other peoples maps. I'll get these fixed/adjusted for the next
version. Thanks for these!

-ics

Niels Gade kirjoitti:

This door could use some depth
http://imgur.com/97lQENy

Stair has no clip
http://imgur.com/FpC5YbR

Hole in wall
http://imgur.com/aB2HqC4 http://imgur.com/FgmUqni
http://imgur.com/tscAmo0

You have the creative freedom to defy gravity, but this decal
was originally meant for the floor
http://imgur.com/TSA2Jcu

Clipping: (Some of these you can cover up with sand)
http://imgur.com/7TkKhNO http://imgur.com/JFARKEq
http://imgur.com/b6ZzrMD http://imgur.com/nBeVfAU
http://imgur.com/ywYlLEp

Floaters:
http://imgur.com/kr0IDIA http://imgur.com/efOE1Wc
http://imgur.com/cgtuCJN http://imgur.com/J6wvNiK
http://imgur.com/NHIBgKT
http://imgur.com/SOt1c6l http://imgur.com/6wGLKdZ
http://imgur.com/lTy5NIH http://imgur.com/5HJYCW2
http://imgur.com/0QQ4H0a
http://imgur.com/q0htFoA http://imgur.com/6faLc0X
http://imgur.com/ctjeFYp http://imgur.com/4OZce4M
http://imgur.com/cIMpl6k
http://imgur.com/vNxFQ7T http://imgur.com/pxxpdTn

Very nice map, good architecture and flow.


2014-02-06 20:32 GMT+01:00 ics mailto:i...@ics-base.net> <mailto:i...@ics-base.net
    <mailto:i...@ics-base.net>>>:


Hey all

I just finished the map i've been working with, de_callie.
It's
available to download at workshop. Since some people here are
mappers, a feedback would be welcome on your point of view
too. Thanks

http://steamcommunity.com/sharedfiles/filedetails/?id=225052203

-ics

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--
Eugenio "Motanum" Roman

https://sites.google.com/site/motanumproyect/
eugenio.motanu...@gmail.com <mailto:eugenio.motanu...@gmail.com>
http://twitter.com/#!/MotanumR <http://twitter.com/#%21/MotanumR>
http://steamcommunity.com/id/Motanum
http://www.youtube.com/user/motanium



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Re: [Csgo_sdk] de_callie

2014-02-06 Thread ics
I must have ran the map through hundreds of times looking for something 
like this. I usually spot things like this myself on other peoples maps. 
I'll get these fixed/adjusted for the next version. Thanks for these!


-ics

Niels Gade kirjoitti:

This door could use some depth
http://imgur.com/97lQENy

Stair has no clip
http://imgur.com/FpC5YbR

Hole in wall
http://imgur.com/aB2HqC4 http://imgur.com/FgmUqni 
http://imgur.com/tscAmo0


You have the creative freedom to defy gravity, but this decal was 
originally meant for the floor

http://imgur.com/TSA2Jcu

Clipping: (Some of these you can cover up with sand)
http://imgur.com/7TkKhNO http://imgur.com/JFARKEq 
http://imgur.com/b6ZzrMD http://imgur.com/nBeVfAU 
http://imgur.com/ywYlLEp


Floaters:
http://imgur.com/kr0IDIA http://imgur.com/efOE1Wc 
http://imgur.com/cgtuCJN http://imgur.com/J6wvNiK 
http://imgur.com/NHIBgKT
http://imgur.com/SOt1c6l http://imgur.com/6wGLKdZ 
http://imgur.com/lTy5NIH http://imgur.com/5HJYCW2 
http://imgur.com/0QQ4H0a
http://imgur.com/q0htFoA http://imgur.com/6faLc0X 
http://imgur.com/ctjeFYp http://imgur.com/4OZce4M 
http://imgur.com/cIMpl6k

http://imgur.com/vNxFQ7T http://imgur.com/pxxpdTn

Very nice map, good architecture and flow.


2014-02-06 20:32 GMT+01:00 ics <mailto:i...@ics-base.net>>:


Hey all

I just finished the map i've been working with, de_callie. It's
available to download at workshop. Since some people here are
mappers, a feedback would be welcome on your point of view too. Thanks

http://steamcommunity.com/sharedfiles/filedetails/?id=225052203

-ics

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[Csgo_sdk] de_callie

2014-02-06 Thread ics

Hey all

I just finished the map i've been working with, de_callie. It's 
available to download at workshop. Since some people here are mappers, a 
feedback would be welcome on your point of view too. Thanks


http://steamcommunity.com/sharedfiles/filedetails/?id=225052203

-ics

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Re: [Csgo_sdk] Updating workshop map .nav

2014-01-21 Thread ics

Never pack .nav to bsp, especially woth pakrat. It will corrupt some meshes.

This is usefull site to look for when publishing map 
https://developer.valvesoftware.com/wiki/CSGO_Map_Publish_Tool


Basically you just re-upload the bsp to workshop and nav will follow.

-ics

Robert Neville kirjoitti:
The nav is a separate file, update it and upload the map to workshop 
(the nav will go with it).


If the workshop gives you some issue actually accepting the update, 
you might want to try using pakrat to add the nav to the bsp, which is 
what I normally end up doing.



On 21 January 2014 16:31, Michael Mayea <mailto:mikema...@gmail.com>> wrote:


How can I update the .nav file to my worksop map? I only want to
update the .nav file. I think the way it works is that I update
the .bsp and it will also update the nav, but I'm not ready to
update the bsp yet.



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Re: [Csgo_sdk] Question about map decompiling

2014-01-15 Thread ics
I don't want to excract anything, all i want is to see certain prop and 
texture names from the vmf's so i can use them more easily or simply 
pick the texture or model from decompiled map with hammer and use that 
directly. Only textures and models that are within the game already, 
default maps.


It makes working with mapping easier as i see some model within a game 
that suits my needs and i can just pick it up from vmf without searching 
and wasting time to it. Also i could just copy a model that is already 
in the game from maps rather than search and search through the system.


Bspsource did the trick, thanks.

-ics

Skibur kirjoitti:


To extract texture and models from the game file, you would need to 
use GFCScape, Simply find the VPK files, and open the one that has the 
“_dir” at the end.


Decompiling a map will not extract the models and texture from VMF, 
they are merely used as a entity, a point information on how to 
instantiate the objects from the files.


*From:*csgo_sdk-boun...@list.valvesoftware.com 
[mailto:csgo_sdk-boun...@list.valvesoftware.com] *On Behalf Of *Joseph 
Domenici

*Sent:* Wednesday, January 15, 2014 12:14 AM
*To:* csgo_sdk@list.valvesoftware.com
*Subject:* Re: [Csgo_sdk] Question about map decompiling

Check out BSPSource <https://developer.valvesoftware.com/wiki/BSPSource>.

On Tue, Jan 14, 2014 at 9:38 PM, ics <mailto:i...@ics-base.net>> wrote:


Hi

Does anyone know a software that can decompile csgo maps or is there 
already a site where i could get the vmf's? I'd use them for easier 
excraction of textures and models. It's tiresome to look out a list of 
textures that are missing preview or are blend textures, where the 
blend doesn't really show instantly.


I know filters are of use but i'd just find it easier when i play maps 
and see a texture in them or models used in the way that i could use 
later. It's time consuming to find them through files.


-ics

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[Csgo_sdk] Question about map decompiling

2014-01-14 Thread ics

Hi

Does anyone know a software that can decompile csgo maps or is there 
already a site where i could get the vmf's? I'd use them for easier 
excraction of textures and models. It's tiresome to look out a list of 
textures that are missing preview or are blend textures, where the blend 
doesn't really show instantly.


I know filters are of use but i'd just find it easier when i play maps 
and see a texture in them or models used in the way that i could use 
later. It's time consuming to find them through files.


-ics

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Re: [Csgo_sdk] Tree physics go nuts

2013-12-01 Thread ics
Actually i didn't have env_wind in my map at all because i remember 
someone saying it doesn't seem to have any effect on csgo. Now that i 
remember more, it didn't have any effect on keyframe_rope or move_ropes. 
So that could explain it. However, i changed the treemodel already to 
another and it acts normal even after militia change. Weird.


Though there is atleast 1 blue garbage container that keeps moving by 
itself unusually long time if someone bumps at it. Rest of the movable 
objects also have more power than usually. I'll add env_wind and see if 
it makes a difference. Thanks for the hint.


-ics

Nick Haruk kirjoitti:

That's an env_wind with really high gust speeds, probably.

Do you have one in your map?

If not, it's probably using militia's env_wind settings on map load, 
or using default speeds if your map doesn't have an env_wind.


The default settings of env_wind do pretty much what you see in the 
video.  Lower values do a nice job of giving static trees that subtle 
rustling that <= 5 mph winds do irl.



On Sunday, December 1, 2013 4:01 AM, ics  wrote:
Hey

Some tree physics go wild for some reason in my map. After some
investigation, when found how to reproduce. Loaded up cs_militia and
then my map and this happened https://www.youtube.com/watch?v=sXk22NJBvC8

So that one particular tree model seems to go nuts. Does it need to be
used in some other way than prop_static because static props don't
usually _move_. Do i need prop_physics and disable movement from options
or is this a game bug?

-ics

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[Csgo_sdk] Tree physics go nuts

2013-12-01 Thread ics

Hey

Some tree physics go wild for some reason in my map. After some 
investigation, when found how to reproduce. Loaded up cs_militia and 
then my map and this happened https://www.youtube.com/watch?v=sXk22NJBvC8


So that one particular tree model seems to go nuts. Does it need to be 
used in some other way than prop_static because static props don't 
usually _move_. Do i need prop_physics and disable movement from options 
or is this a game bug?


-ics

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Re: [Csgo_sdk] Radar map background

2013-11-25 Thread ics
I asked because i could easily use that as a base and save time. I have 
the radar image and transparency looks dull, also completely black 
background looks very dull. I also would like to keep the CSGO "theme" 
as many of the official maps have that square in them.


-ics

Eugenio Roman kirjoitti:


Make your own? I personally prefer full transparency rather than the 
square. I suggest you do your own design that fits your map design.


On Nov 25, 2013 11:52 AM, "ics" <mailto:i...@ics-base.net>> wrote:


Hey

Does anyone have a copy around or link to that background image
with the squares? I remember in SDK beta times there was a link to
it and i saved it some where but i cannot find it now.

-ics

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[Csgo_sdk] Radar map background

2013-11-25 Thread ics

Hey

Does anyone have a copy around or link to that background image with the 
squares? I remember in SDK beta times there was a link to it and i saved 
it some where but i cannot find it now.


-ics

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[Csgo_sdk] Changing player models

2013-11-24 Thread ics

Hey

One question, since i'm out of the loop. Is .kv files still necessary 
for mappers to change player models or is there some entity that we can 
do the settings with?


-ics

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Re: [Csgo_sdk] When is the deadline for map submission for Charlie Operation?

2013-10-17 Thread ics
I believe they pick map candidates up and test time to time. Just 
release yours when you are ready.


-ics

Michael Mayea kirjoitti:
Does anybody know, or can best guess, the end date for map submissions 
for the next Operation Payback? Please understand I've spent 6+ months 
working on my map and I truly wish to not miss this next chance. If 
the date is near, I will take my vacation time from work and finish 
what I need to. I do the best I can working full time! I hope Valve 
doesn't have a philosophy of secrecy regarding this date, I would be 
tremendously disappointed if I missed it.


- Michael


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Re: [Csgo_sdk] keyframe_ropes not affected by wind, no sway ever

2013-10-09 Thread ics
Propably removed due to new shadows. Either they would cause framedrops 
or look stupid if the shadows won't move while rope does.


-ics

Kyle Sanderson kirjoitti:
It looks like in Alien Swarm this changed from the default of Rope 
being affected by Wind, to Rope opting-out of Wind by default.


http://hg.alliedmods.net/hl2sdks/hl2sdk-swarm/file/3502600b86f4/public/rope_shared.h#l24
http://hg.alliedmods.net/hl2sdks/hl2sdk-ob-valve/file/4f3ac1d94787/public/rope_shared.h#l24

It's a one line fix in CRopeKeyframe::CRopeKeyframe(), hopefully 
someone or's the bit in by default in GO.


Kyle.


On Wed, Oct 9, 2013 at 9:38 AM, Nick Haruk <mailto:nickha...@yahoo.com>> wrote:


I was under the impression that ropes would sway regardless of an
env_wind.  It was an internal property of the rope, which was
turned on by default.  However, my experience is a bit dated, and
I haven't messed with wind blown ropes since DODS.




On Wednesday, October 9, 2013 4:21 AM, Michael Mayea
mailto:mikema...@gmail.com>> wrote:
So ya about those power lines swaying in the wind?


On Wed, Oct 9, 2013 at 1:00 AM, Calder Lewis mailto:lewis...@gmail.com>> wrote:

n00b win here!!! Rofl.

Sent from my iPhone

On Oct 9, 2013, at 12:50 AM, "Kush Mahajani"
mailto:kmahajani...@gmail.com>> wrote:


https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk
You can unsubscribe at the above link.
*From:*csgo_sdk-boun...@list.valvesoftware.com
<mailto:csgo_sdk-boun...@list.valvesoftware.com>
[mailto:csgo_sdk-boun...@list.valvesoftware.com] *On Behalf
Of *fdenniss
*Sent:* Tuesday, October 08, 2013 11:48 PM
*To:* csgo_sdk@list.valvesoftware.com
<mailto:csgo_sdk@list.valvesoftware.com>
*Subject:* Re: [Csgo_sdk] keyframe_ropes not affected by
wind, no sway ever
I don,t know how my email got in but please unsubscribe me. I
see no place on the email which gives me that choice. Thankyou!
*From:*Michael Mayea <mailto:mikema...@gmail.com>
*Sent:*Tuesday, October 08, 2013 8:38 PM
*To:*csgo_sdk@list.valvesoftware.com
<mailto:csgo_sdk@list.valvesoftware.com>
*Subject:*Re: [Csgo_sdk] keyframe_ropes not affected by wind,
no sway ever
You are being mailed because you're in the CSGO SDK mail
list. You will need to unsubscribe yourself.
On Wed, Oct 9, 2013 at 2:29 AM, fdenniss
mailto:afdenn...@sasktel.net>> wrote:

Please remove my email address from your list. I have
never contacted you about anything. Thankyou.
*From:*Michael Mayea <mailto:mikema...@gmail.com>
*Sent:*Tuesday, October 08, 2013 8:10 PM
*To:*csgo_sdk@list.valvesoftware.com
<mailto:csgo_sdk@list.valvesoftware.com>
*Subject:*[Csgo_sdk] keyframe_ropes not affected by wind,
no sway ever
Does anybody have working keyframe_rope that can be
affected by env_wind, or a trigger wind, in CSGO?
I can get this feature to work in CSS but not in CSGO.
Even over a year ago this did not work, is it still
broken? Will it ever be fixed? I've never seen a CSGO map
with it working.


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Re: [Csgo_sdk] Hammer 3D View Black After Compile

2013-10-07 Thread ics
It doesn't happen on every configuration. Got Nvidia card? Running game 
not in windowed mode?


-ics

Michael Mayea kirjoitti:
Valve can you please fix the bug when after compiling your map and 
exiting the game, when you return to Hammer the 3D View is black? 
Right now you can avoid this by keeping Hammer minimized before the 
enter the game, but but still I've closed and opened Hammer 20 million 
times to fix this bug and I want it fixed. It is driving me nuts!


Thanks Valve, best regards and all.

- Michael


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Re: [Csgo_sdk] DotA 2 SDK

2013-09-09 Thread ics
Depends on what you mean by SDK. There is one for CSGO but it only 
contains hammer, modelviewer and faceposer.


-ics

Kyle Sanderson kirjoitti:

As far as I'm aware, we're still waiting on a CS:GO SDK as well.

Thanks,
Kyle.

On Sun, Sep 8, 2013 at 8:24 AM, Georgios Partoulas  wrote:

Does maybe anyone know if a SDK for DotA 2 is in progress?
CSGO seems to be completed more or less and I wonder what happens next.

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Re: [Csgo_sdk] Multiple custom gamemodes

2013-02-14 Thread ics
Yes indeed. I was referring to gamemodes that make adjustments to the 
maps spawn areas, maps settings or map layout based on the gamemode just 
like in L4D2. Sort of like sub version that you mentioned.


-ics

Matt Wood kirjoitti:

To calrify, you can upload a single BSP that supports 6 game modes (Classic Competitive, 
Classic Casual, Arms Race, Demolition, Deathmatch and Custom) and run it easily in any 
mode.  If you want sub versions of "Custom", such as the one suggested by 
Georgios below, you'll have to upload two BSPs.


-Original Message-
From: csgo_sdk-boun...@list.valvesoftware.com 
[mailto:csgo_sdk-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Thursday, February 14, 2013 12:26 PM
To: csgo_sdk@list.valvesoftware.com
Subject: Re: [Csgo_sdk] Multiple custom gamemodes

It's a lot more easier to do a map per gamemode than fit all gamemodes in one 
map. I've done a lot of mapping, in games that use single bsp for separate 
gamemodes (CSS, TF2) and games that use more than one gamemodes per map (L4D2) 
and for server admins and users, it's a better off with single gamemode per 
bsp. Trust me.

-ics

Michael Mayea kirjoitti:

A little short sighted of Valve if you ask me.


On Thu, Feb 14, 2013 at 1:55 PM, Matt Wood mailto:w...@valvesoftware.com>> wrote:

 No, if you want to make a custom map that has 2 or more distinct
 custom modes, you'll have to release two BSPs.

 *From:*csgo_sdk-boun...@list.valvesoftware.com
 <mailto:csgo_sdk-boun...@list.valvesoftware.com>
 [mailto:csgo_sdk-boun...@list.valvesoftware.com
 <mailto:csgo_sdk-boun...@list.valvesoftware.com>] *On Behalf Of
 *Georgios Partoulas
 *Sent:* Thursday, February 14, 2013 6:47 AM
 *To:* csgo_sdk@list.valvesoftware.com
 <mailto:csgo_sdk@list.valvesoftware.com>
 *Subject:* [Csgo_sdk] Multiple custom gamemodes

 First of:

 * Fixed some sv convars so they can be executed via map cfg files

 Thank you Matty.

 Now I have a question/request.

 Is it possible to make multiple custom gamemodes for one map? For
 example a surf map with 2 custom gamemodes, "surf" and "surf with
 respawn".

 I guess it's not possible but it would be great if it would be.


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Re: [Csgo_sdk] Multiple custom gamemodes

2013-02-14 Thread ics
It's a lot more easier to do a map per gamemode than fit all gamemodes 
in one map. I've done a lot of mapping, in games that use single bsp for 
separate gamemodes (CSS, TF2) and games that use more than one gamemodes 
per map (L4D2) and for server admins and users, it's a better off with 
single gamemode per bsp. Trust me.


-ics

Michael Mayea kirjoitti:

A little short sighted of Valve if you ask me.


On Thu, Feb 14, 2013 at 1:55 PM, Matt Wood <mailto:w...@valvesoftware.com>> wrote:


No, if you want to make a custom map that has 2 or more distinct
custom modes, you’ll have to release two BSPs.

*From:*csgo_sdk-boun...@list.valvesoftware.com
<mailto:csgo_sdk-boun...@list.valvesoftware.com>
[mailto:csgo_sdk-boun...@list.valvesoftware.com
<mailto:csgo_sdk-boun...@list.valvesoftware.com>] *On Behalf Of
*Georgios Partoulas
*Sent:* Thursday, February 14, 2013 6:47 AM
*To:* csgo_sdk@list.valvesoftware.com
<mailto:csgo_sdk@list.valvesoftware.com>
*Subject:* [Csgo_sdk] Multiple custom gamemodes

First of:

* Fixed some sv convars so they can be executed via map cfg files

Thank you Matty.

Now I have a question/request.

Is it possible to make multiple custom gamemodes for one map? For
example a surf map with 2 custom gamemodes, "surf" and "surf with
respawn".

I guess it's not possible but it would be great if it would be.


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Re: [Csgo_sdk] Workshop TOS

2013-02-08 Thread ics
I've reported many things in L4D2 workshop and Valve has removed the 
ones violating rights or other game content. However, they are slow 
doing so. Propably not a high priority.


-ics

Michael Mayea kirjoitti:
Are there any plans to release a set of rules regarding the workshop? 
What if someone uploads a map with assets from another commercial game 
for example, how do you report and have it removed? How can you 
protect your own content from being reuploaded? Shouldn't there be a 
way to give credit where due, and provide a source file (.vmt) ?



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[Csgo_sdk] Do not pack stringtable data into bsp on your maps

2012-10-13 Thread ics

Hey,

A warning for everyone who makes maps and is about to release or have 
already released their maps. Do not pack stringtable data into the bsp 
file, ever. It causes players not to be able to download the map from 
dedicated servers using sv_downloadurl (propably direct download from 
server too). So if you pack it in, players will not be able to get the 
map from server and your map is a dud release.


We had a proof-of-concept on this yesterday with a friend when he 
released his map and it wouldn't download to players even though 
everything else ok. Stringtable data was the cause packed into the bsp. 
So keep that in mind. Also i wouldn't share stringtable data at all with 
the release due to this issue. It seems to be unneeded.


-ics

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Re: [Csgo_sdk] [request/question]Randomize spawn on custom maps

2012-08-31 Thread ics

No workaround. Spawns cannot be controlled within maps. Perhaps with mods.

-ics

31.8.2012 19:06, FX BTR kirjoitti:

Hi,

Can you tell us if you plan on randomizing spawn on custom map or if 
we have to do it by ourselves ? Many maps without random spawn are 
already shared...


Here is an example :

http://gamebanana.com/csgo/maps/168230

aim_map with 36 spawn points : once on a server, 1v1 game, players 
will spawn at the exact same place 90% of the time. It simply ruins 
the gameplay on the popular aim_ or awp_ type of maps.


There is a workaround with the SDK if you teleport players right after 
spawning but it's kind of dumb and not the way it should work and not 
the way it works on previous games (except DoD:S afaik).


Thank you,


Regards,

Fx Btr



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Re: [Csgo_sdk] AMD Bulldozer for compiling maps

2012-06-03 Thread ics

They are.

-ics

3.6.2012 21:38, Michael Mayea kirjoitti:
Does anyone know if the compile tools are threaded, and give the AMD 
Bulldozer CPU 8core an advantage against say, a 4 core Intel i Series?



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Re: [Csgo_sdk] Half-Life 2 Models?

2012-05-23 Thread ics
L4D1/2 had models from CS Source enhanced and reworked to fit the game 
better. After all, the original L4D was built on CS Source branch of the 
Source engine. CS:GO uses plenty of models and textures from L4D2 also 
and it is built on L4D2 branch of the engine so it's coming back to it's 
roots. Valves way is using only what is needed and not dragging all the 
HL2 content payload along with every game they make. They just use what 
they need and redo/enhance/etc what they need to make look different or 
create something new to their needs. Much more time saving than doing 
everything all over again.


-ics

23.5.2012 21:56, Shane S kirjoitti:
I'm not too familar with the vpk system since i havent mapped for L4D, 
but I still thought the L4D games had the Half-Life models as well.  
Could be wrong.  Anyway, I'm just worried that if I move the models 
over myself and have to pack them into the map, if they are not added 
eventually, the map would have a much bigger file size.  Also, I'll 
try and see if using filepaths will work.


Thanks for all the info, and if anyone knows anything else or has 
other ideas, please let me know!


On Wed, May 23, 2012 at 11:17 AM, ics <mailto:i...@ics-base.net>> wrote:


CS:GO uses vpk-system, which is familiar to anyone who has played
or mapped for L4D series. Several HL2/CS Source models are missing
from the depots so i don't think they work just like that. Some
have been ported and enhanced (like that APC from CS Source has
grown bigger and shade is more light grey now and some have
changed names and also visual. Some are completely gone.

-ics

23.5.2012 17:49, Tomi Toikka kirjoitti:

Even if it does, let's get back to the point. The base hl2 models
should be usable as usual, just use their filepaths. I think
CS:GO still derives from the base .gcf files, correct me if I'm
wrong though.

On Wed, May 23, 2012 at 5:39 PM, Alex Haddow-mendes
mailto:lethalbanana9...@hotmail.co.uk>> wrote:

Apparently we're not supposed to reply these requests.
This doesn't count as a response, does it? Does it?


Date: Wed, 23 May 2012 16:29:33 +0300
From: cont...@tomitoikka.com <mailto:cont...@tomitoikka.com>
To: csgo_sdk@list.valvesoftware.com
<mailto:csgo_sdk@list.valvesoftware.com>
Subject: Re: [Csgo_sdk] Half-Life 2 Models?


This is not the place for begging CS:GO. Get off this mailing
list.

On Wed, May 23, 2012 at 4:26 PM, ?? ?
mailto:ger...@gmail.com>> wrote:

Hi guys, I'm a beta tester Belarus, tested games such as
Starcraft 2, Dota 2, Diablo 3, Starcraft 2 worked for
mapingand CS 1.6 , can anyone unsold gift CS:GO. I want
to try to develop it for a couple of maps, and try what
can the new CS:GO

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Re: [Csgo_sdk] Half-Life 2 Models?

2012-05-23 Thread ics
CS:GO uses vpk-system, which is familiar to anyone who has played or 
mapped for L4D series. Several HL2/CS Source models are missing from the 
depots so i don't think they work just like that. Some have been ported 
and enhanced (like that APC from CS Source has grown bigger and shade is 
more light grey now and some have changed names and also visual. Some 
are completely gone.


-ics

23.5.2012 17:49, Tomi Toikka kirjoitti:
Even if it does, let's get back to the point. The base hl2 models 
should be usable as usual, just use their filepaths. I think CS:GO 
still derives from the base .gcf files, correct me if I'm wrong though.


On Wed, May 23, 2012 at 5:39 PM, Alex Haddow-mendes 
<mailto:lethalbanana9...@hotmail.co.uk>> wrote:


Apparently we're not supposed to reply these requests.
This doesn't count as a response, does it? Does it?


Date: Wed, 23 May 2012 16:29:33 +0300
From: cont...@tomitoikka.com
To: csgo_sdk@list.valvesoftware.com
<mailto:csgo_sdk@list.valvesoftware.com>
Subject: Re: [Csgo_sdk] Half-Life 2 Models?


This is not the place for begging CS:GO. Get off this mailing list.

On Wed, May 23, 2012 at 4:26 PM, ?? ? mailto:ger...@gmail.com>> wrote:

Hi guys, I'm a beta tester Belarus, tested games such as
Starcraft 2, Dota 2, Diablo 3, Starcraft 2 worked for
mapingand CS 1.6 , can anyone unsold gift CS:GO. I want to try
to develop it for a couple of maps, and try what can the new CS:GO

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