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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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
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
I can't get them to work and can't find a single map with them as an
example. Coop_cementplant has no detail sprites like many people keep
telling me.
I'd really like to get them working, does anyone know if it is possible?
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cproppolys
-textureshadows -staticproplighting -both -final -StaticPropLightingScale 16
Did not work, even multiple combinations.
Thanks for your help in resolving this.
On Fri, Feb 19, 2016 at 5:24 PM, Michael Mayea <mikema...@gmail.com> wrote:
> Even when I use -final I get the black models
having
> -StaticPropLightingScale 16. We recommend you try some different values and
> see which one works best for you."
>
> Try it out and let me know if this works for you.
>
> Thanks
> On Feb 19, 2016 3:55 PM, "Michael Mayea" <mikema...@gmail.com> wrote:
>
It seems like this is affecting some people and not others. I haven't been
able to fix this. Is this a bug on Valve's end I need to wait for to be
fixed or is there something on my end left over after an update I need to
deal with?
Any info appreciated.
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
=125528758searchtext=control
On Tue, Oct 14, 2014 at 3:25 PM, Michael Mayea mikema...@gmail.com
wrote:
I've been working on a new game mode for CSGO powered by vscripts. The
purpose is to provide a competitive game mode that requires 50% less time
commitment, and is also coupled with a DM style respawn
anytime an enemy comes inside a
trigger multiple along with some lasers. It would fit your maps theme I feel
On Oct 15, 2014 9:21 AM, Michael Mayea mikema...@gmail.com wrote:
Thanks k HAN but I didn't find that useful. The #1 problem I have right
now is that func_push is a guessing game when
.
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
I have a CSGO map with a combine shield barrier type of deal. I want to
only allow CT's or T's to be able to pass through certain barriers.
func_territory_respawn_area doesn't seem to work or have documentation.
I know this feature is possible in TF2 but I can't figure it out on CSGO.
A quick suggestion, you can create a listen server, run over to the
location, and grab the location information from console.
On Wed, Jul 23, 2014 at 1:11 AM, Kai Mallea kmal...@gmail.com wrote:
Hi, the demoinfo tool is great, but is there any info on how to process
the entity_data contained
Adjusting player timings on a map is something that I spend a lot of time
on, and I think there could be a more practical way of doing it. Besides
spawning into the game, running the distance, recording the time, doing it
for both teams down multiple paths to each bombsite, there could be an
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 i...@ics-base.net wrote:
https://twitter.com/csgo_dev/status/459031291300544513
-ics
mapping
On Apr 24, 2014 1:41 PM, Michael Mayea 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
a peep from Valve.
On Fri, Feb 21, 2014 at 9:31 AM, Andy Posey witsalldonebe...@gmail.comwrote:
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 mikema...@gmail.com wrote:
No new maps were added
Use UnlitGeneric, and info_point to declare where the lighting origin is.
For -staticproplighting, it uses the alpha channel of the basetexture. If
you have applied a normal map, you must put the alpha in the normal map and
declare that in the vmt with $normalmapalphaenvmapmask.
If you're still
A little short sighted of Valve if you ask me.
On Thu, Feb 14, 2013 at 1:55 PM, Matt Wood 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:*
I understand it is not a priority, but I hold Valve in a negative light for
never commenting on it. It is shameful how so many people can clamour for
something, and Valve doesn't say a peep. Any information, even a flat out
NO would be appreciated. There is a 5 million page forum thread on
0:1:20464
http://steamcommunity.com/id/zastels
Here are a ton of pictures, all of which are maps for CSGO.
http://steamcommunity.com/id/zastels/screenshots/
I've been eagerly anticipating the CSGO Workshop.
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That was me who wrote that. If you need help, add me on Steam friends.
http://steamcommunity.com/id/zastels/
I'll work with you to get it done.
On Fri, Aug 31, 2012 at 2:51 PM, FX BTR fre...@gmail.com wrote:
I'm not an expert myself, here is what i read on the steam forum when i
posted
Hey, I'm not able to get env_wind to affect rope_keyframes in CSGO. Tested
in CSS, works fine.
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