![]() ![]() I'll try and get some good screenies to use too. A huge part of Counter-Strike: Source players moved over to CS:GO when that got released justification the better plans and the persistent updates than the game, so CSS was generally speaking left in indefinite quality, anyway there is at this point a working organization for CSS. I will be putting together a new tutorial for nav editing for the Source engine once the bots are finally released. I'm sure there would be some consistancy problems, or the nav would not pass the sanity check. If you mean can cz waypoints be used on source, I highly doubt it! de_dust for czero has some major differences from the new source version of the map. Any old map ported to Source must be re-compiled with new textures and some entity changes from the original rmf or map file. ![]() For instance, you now run around the map and place walkable_surface markers as seeds for generating the navmesh.Ĭzero maps are the old HL1 engine format, HL1 maps and HL2 maps are NOT compatible. Any idea why one would work over the other Thanx again. ![]() Last time I looked aimflashlight was working but aimheadshotcss crashed the server within 5 minutes. nav files from my comp where the bots had 'learned' the maps and put them on my server. There is also a ladder texture now! I'm not positive, but I think this texture automatically makes the brush a func_ladder.Īlmost all of the waypointing commands have been changed, and many of the major problems fixed with the auto-analyzation process. I had resolved to just have bots on the official source maps and the I had the bright idea to take the. I'm not too sure how it'll end up, but there are some new ladder entities in the current fgd: Well, they've changed alot of things so far. ![]()
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