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
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
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 genera
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? Fun
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
hance? 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 w
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
k 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 con
/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
dedi
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 a
ven'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 bre
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 appe
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
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>>
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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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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https
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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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
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
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
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
alve
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
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 playe
https://twitter.com/csgo_dev/status/459031291300544513
-ics
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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
kes 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 ami
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 th
r 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 i
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 ma
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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...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
.
So has anyone tried to make overview after latest update?
-ics
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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
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, l
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>&
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://imgu
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=22505
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
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,
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
___
fference. 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_win
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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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
Eug
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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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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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 m
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 de
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 th
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:
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
ff 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
cust
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 so
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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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
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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ything 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 a
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
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