THE_Sito Posted December 27, 2017 Report Posted December 27, 2017 Hey all, I'm just about done with a project I've been working on for some time. I took a long involuntary break from mapping, but in order to get back into the swing of it I decided to recreate one of my favorite CS maps as I remember it from 1.6 - Militia! I know it's not the most popular map in the world, and it already technically exists in a new form, but I really like the old aesthetic better. I really like the southwest canyon look and I think it suits the theme of the map a lot better than the newer midwest farmhouse style. I haven't worked in the Source engine in years and so coming back took a lot of getting used to, and unfortunately, some techniques and features that I remember being very easy are a bit more difficult this time around in CSGO. This is still a WIP, but I'm trying to wrap up so I can move on to other stuff. I'm pretty eager to jump into UE4, since PBR is pretty powerful, not to mention other stuff UE4 can do. I am running into some problems I was hoping that people could help me out with, since I didn't run into these issues back in the CSS days, or they straight up didn't exist as possible issues. 1. What's the best way to pack stuff into the bsp? None of the standard stuff is working for me, from Pakrat to Bspzipgui, nothing works. When I host the file on the workshop, my friend gets floating error signs everywhere. If someone can link to a tutorial that for sure 100% works that'd be awesome. 2. How do soundscapes work now? I see that they aren't .txt files included in the manifest anymore, but .vsc files? 3. Is the file that changes the player models able to be packed into the bsp? 4. Color correction doesn't work I have zero leads on why this might be the case. Is there an updated tutorial for CSGO? I also noticed that I can't launch the game with -tools as it causes some sort of crash. I tried using CSS and copying the .raw file but that doesn't seem to work. 5. Ambient_generic isn't playing a sound even though it previews fine in hammer. Never ran into this issue on older engine versions. 6. If I compile with "fast" settings, the .nav mesh generated causes the bots to stay in spawn and move around in a weird way. Is the only way to fix it to compile with the default settings? I plan to anyway, but at this scale, quickly compiling and playtesting is preferable to waiting a bit for that compile to finish. Any criticism and feedback is welcomed, but I can't promise I'd be able to implement anything too huge, since I've already started moving on to new projects. I hope to get this out soon! FMPONE, Serialmapper, SirK and 1 other 4 Quote
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