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goss343

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About goss343

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    Avery

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  1. I started making this map a couple months ago, and finally finished it. It looks a lot different than a typical rustic CSGO map and I wanted to hear your guys' thoughts on the map! It's still a minor work in progress but it's still very playable! I uploaded a sample of some screenshots from the workshop page. Enjoy! https://steamcommunity.com/sharedfiles/filedetails/?id=1397342061
  2. Hey everyone, thanks so much for the support and help. I finally got it working thanks to you guys!
  3. Okay, thanks I'll try that and get back to you.
  4. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading d:\csgomaps\de_station\de_station.vmf Map revision 34 fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRA
  5. Hello, I am new to the site and I created this account to ask a question that has been bugging me for awhile now and cant seem to fix. Its not really a problem but I need advice on how to light the room below. As you can see I have some lights above that are far away from the ground. Using normal lights and light_spot have proved unsuccessful. I intend the environment to be day outside and was wondering if anybody could shed some light (no pun intended) on this topic. The room length wise is around 2300 units. I have lots of lights in that order as you see below.
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