A lot of the props when using prop_static, one being the boathouse stairs, they arnt solid and you fall right threw except the railings.
Any fix for this?
use a clip brush?
[QUOTE=Firegod522;35693520]use a clip brush?[/QUOTE]
Yeah but it shouldn't be like that, I was wondering if there was away to fix this or if im just going to have to wait for the offical sdk.
how would you browse through cs:go particles? im trying to find the particle name for aztec's rain - so i copied all of the textures and particles into orangebox and used the particle editor to find the name but it doesnt look like the name is valid, it doesnt show up in my map.
[QUOTE=Dachande;35760255]how would you browse through cs:go particles? im trying to find the particle name for aztec's rain - so i copied all of the textures and particles into orangebox and used the particle editor to find the name but it doesnt look like the name is valid, it doesnt show up in my map.[/QUOTE]
Orangebox engine doesn't have support for l4d or newer engine branch particles.
[QUOTE=Dachande;35760255]how would you browse through cs:go particles? im trying to find the particle name for aztec's rain - so i copied all of the textures and particles into orangebox and used the particle editor to find the name but it doesnt look like the name is valid, it doesnt show up in my map.[/QUOTE]
Extract them to the alien swarm folder(you will also need to extract the cs:go material folder)
Then open the alien swarm SDK and then change it to the particle editor.
By copy/pasting entities from other maps I did manage to get the shadow maps to work...
[IMG]http://cloud.steampowered.com/ugc/578954588185175684/5F5B051C3416CD3010BFD79D7CF263804A54D47C/[/IMG]
Fullbright only though.
[QUOTE=Stiffy360;35783991]By copy/pasting entities from other maps I did manage to get the shadow maps to work...
[IMG]http://cloud.steampowered.com/ugc/578954588185175684/5F5B051C3416CD3010BFD79D7CF263804A54D47C/[/IMG]
Fullbright only though.[/QUOTE]
Put in a shadow control entity and make sure there arnt any leaks and it should fix this.
[QUOTE=HoodedSniper;35809020]Put in a shadow control entity and make sure there arnt any leaks and it should fix this.[/QUOTE]
No leaks, and I COPIED a shadow control entity from de_lake... so... oh well added some crap to the map.
[IMG]http://cloud.steampowered.com/ugc/578955258294032853/F6F3F7611B4BC16D37E84EE0F41BEE1D916F06A6/[/IMG]
It looks fixed now.
[QUOTE=HoodedSniper;35811842]It looks fixed now.[/QUOTE]
[B]Fullbright only though.[/B] Ummm, didn't you read that?
EDIT:
I also noticed that the model of T/CT depends on the map, is there a way to edit which models you get?
[QUOTE=Stiffy360;35813583][B]Fullbright only though.[/B] Ummm, didn't you read that?
EDIT:
I also noticed that the model of T/CT depends on the map, is there a way to edit which models you get?[/QUOTE]
Why would you ever compile a map in fullbright?
[QUOTE=HoodedSniper;35814108]Why would you ever compile a map in fullbright?[/QUOTE]
mat_fullbright 1 >.<
[QUOTE=Stiffy360;35814451]mat_fullbright 1 >.<[/QUOTE]
Why would you ever need to use that.
CS:GO beta was released yesterday, as some of you have figured out. We finally have access to the env_cascaded_light. Only issue is it acts weird. How would I set how dark the shadows are when using it? Because in some maps, it's shadows are dark and look natural, but in others, it is really light and doesn't blend in. Yet on models it looks fine. Any idea on how to work this?
[QUOTE=Stiffy360;35835230]CS:GO beta was released yesterday, as some of you have figured out. We finally have access to the env_cascaded_light. Only issue is it acts weird. How would I set how dark the shadows are when using it? Because in some maps, it's shadows are dark and look natural, but in others, it is really light and doesn't blend in. Yet on models it looks fine. Any idea on how to work this?[/QUOTE]
In VRad settings on the advanced compile thing, change -ldr to both or just select the HDR -final (slow) preset. It fixed it for me, stupid LDR shit made shadows lightly coloured before.
[QUOTE=Stiffy360;35835230]CS:GO beta was released yesterday, as some of you have figured out. We finally have access to the env_cascaded_light. Only issue is it acts weird. How would I set how dark the shadows are when using it? Because in some maps, it's shadows are dark and look natural, but in others, it is really light and doesn't blend in. Yet on models it looks fine. Any idea on how to work this?[/QUOTE]
What does env_cascaded_light do?
Dynamic shadows.
[QUOTE=Firegod522;35836724]Dynamic shadows.[/QUOTE]
So it acts sort of like a global env_projectedtexture?
Does it apply to things indoor is it only outdoors?
[QUOTE=HoodedSniper;35838180]So it acts sort of like a global env_projectedtexture?
Does it apply to things indoor is it only outdoors?[/QUOTE]
Well obviously it can go indoors through windows, holes in the roof and doorways etc.
[QUOTE=Legend286;35838419]Well obviously it can go indoors through windows, holes in the roof and doorways etc.[/QUOTE]
well ya, i meant something completely closed off.
So does this replace light_environment or do you use both?
and has anyone figured out how to make a map with the demolition gamemode like it is on de_lake and stmarc where you cycle through weapons by getting kills?
[QUOTE=HoodedSniper;35839011]well ya, i meant something completely closed off.
So does this replace light_environment or do you use both?
and has anyone figured out how to make a map with the demolition gamemode like it is on de_lake and stmarc where you cycle through weapons by getting kills?[/QUOTE]
Gamemode is set by the game, not by the map. You make the map to fit the gamemode you are developing for, the edit gamemodes.txt in you "csgo" folder. Add your map to the list. It won't appear in-game though. Once you have done that, you have two options
A. load up your gamemode with a regular map then type "changelevel (yourmaphere)" or
B. in console type gamemode to like, somehting BEFORE the game otherwise It won't work.
[QUOTE=Stiffy360;35839353]Gamemode is set by the game, not by the map. You make the map to fit the gamemode you are developing for, the edit gamemodes.txt in you "csgo" folder. Add your map to the list. It won't appear in-game though. Once you have done that, you have two options
A. load up your gamemode with a regular map then type "changelevel (yourmaphere)" or
B. in console type gamemode to like, somehting BEFORE the game otherwise It won't work.[/QUOTE]
Thats pretty inconvenient if its not by map, that means anytime someone needs to download your map they need your gamemodes.txt, but if they get another map that changest he gamemodes.txt then it removes yours.
If its a console command then I can just use that entity that runs server commands.
[QUOTE=Stiffy360;35839353]Gamemode is set by the game, not by the map. You make the map to fit the gamemode you are developing for, the edit gamemodes.txt in you "csgo" folder. Add your map to the list. It won't appear in-game though. Once you have done that, you have two options
A. load up your gamemode with a regular map then type "changelevel (yourmaphere)" or
B. in console type gamemode to like, somehting BEFORE the game otherwise It won't work.[/QUOTE]
you can use game_mode and game_type though to set the game mode
[QUOTE=Jammymanrock;35840679]you can use game_mode and game_type though to set the game mode[/QUOTE]
Can this be done in the map or do you just need to make a map config file with game_type 1 and game_mode 1.
[QUOTE=HoodedSniper;35842478]Can this be done in the map or do you just need to make a map config file with game_type 1 and game_mode 1.[/QUOTE]
they're console commands, you type them when the game starts. To hardcode your map as a certain gametype you'll have to edit the gamemodes.txt like stiffy said
[QUOTE=Jammymanrock;35842525]they're console commands, you type them when the game starts. To hardcode your map as a certain gametype you'll have to edit the gamemodes.txt like stiffy said[/QUOTE]
Thats incredibly inconvenient then.
If you edit the gamemodes.txt then people will need to download that and use it, but then if they download another map that alters the gamemodes.txt it will just paste over yours, and having to type in a console command every time is pretty tedious.
[QUOTE=HoodedSniper;35843363]Thats incredibly inconvenient then.
If you edit the gamemodes.txt then people will need to download that and use it, but then if they download another map that alters the gamemodes.txt it will just paste over yours, and having to type in a console command every time is pretty tedious.[/QUOTE]
Yep gotta love valve. :v: The map will still work, its just certain elements will be screwed up.
[IMG]http://cloud.steampowered.com/ugc/578955258298055011/013152D9C10DD0355448E338B0CF4863727E9C29/[/IMG]
[QUOTE=Stiffy360;35843504]Yep gotta love valve. :v: The map will still work, its just certain elements will be screwed up.
[/QUOTE]
It will probably be implemented pretty soon, their is no way valve will keep it this way.
Could you try and make a <mapname>.cfg file for your map and put these commands in.
game_type 1
game_mode 1
Thats for demolition and this is for arsenal
game_type 1
game_mode 0
I would try it out but I cant even load a map since I sent my GPU to get repaired.
[QUOTE=HoodedSniper;35843970]It will probably be implemented pretty soon, their is no way valve will keep it this way.
Could you try and make a <mapname>.cfg file for your map and put these commands in.
game_type 1
game_mode 1
Thats for demolition and this is for arsenal
game_type 1
game_mode 0
I would try it out but I cant even load a map since I sent my GPU to get repaired.[/QUOTE]
Could Work, I'll try it.
Sorry, you need to Log In to post a reply to this thread.