hammer

Tuxxi recompiled propper against Source SDK Base 2013

Sweet! My workaround for streamlining propper is no longer needed. Now you can download a version of propper that works with the “modern” Source games, and you don’t have to install and switch between two development environments.

Get the new recompiled for source sdk 2013 propper here ↙

https://github.com/tuxxi/propper-2013/releases

It does not work with CS:GO directly

For CS:GO, put propper.exe in another Source SDK 2013 game’s /bin/ folder. I put mine in Source SDK Base 2013 Singleplayer.

Back in CSGO Hammer, the compiler will search inside of /bin/ for propper.exe. In the “Command” field, this is normally where you put “propper”.

Instead, put the full path to where you installed propper.exe. In my case, here:

E:\programs\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\bin\propper

newpropper

 

Set the Parameters to -game $gamedir $path\$file

Make sure the propper.fgd file is in the CSGO\bin folder, and link it using Tools->Options->Game Data files-> Add

 

Thanks Tuxxi!

 

New CSGO Map De_Boardroom: Major lighting pass, detail work, new building exterior.

I’m super happy to post this update.

Here’s what’s happened since I started re-skinning the level exterior, and detailing the interior. FYI still a lot of WIP art, most notably the large hanging sculpture in the center of the main atrium.

  • Created a dozen or so models for the exterior. Really would like more to match the architectural look I’m going for. Will need a seperate post to explain those.
  • Pieced the models together into the building exterior, after painstakingly removing the old geometry.
  • Brought in some portal2 assets, placed in level.
  • Major lighting and fx pass.
  • Detailed interior geometry and texturing.
  • A few semi-major flow changes which might get rolled back.
  • Not pictured – radar (minimap) texture is in, in a basic form.
  • Nav mesh work.
  • Fog/sky work. The building is shorter now, so the effect it has on the shadows from other buildings is bothering me, might raise the building back up.

Screenshot Update – de_boardroom map for CS:GO

DAL-OIL

 

New shots uploaded tonight. I’ve been able to peck out an hour here or there on this map over the last month, and I’m at the point where I require feedback. I’ll be uploading soon, very soon, for some initial testing. I won’t be doing any more work on the map itself before uploading, but I do need to create a basic radar image for the hud.

New bombsite for boardroom

Playing around this weekend with having two bombsites in this map instead of just one. So much verticality, I like the idea of giving the T’s a bombsite within a few seconds of the spawn. It is likely to spread players out more yet the silo-like vertical paths should let shifts/feints happen quickly in response to one team or another. Definitely not a conventional CS map.

 

new bombsite
Bombsite B

Work in Progress 2: CS:Go Map de_boardroom

I have worked in a new look for the main atrium.

Major changes include the new wood look, and adding a small bit of cover around the boardroom table. I don’t want to add too much and I will also be adding furniture and potentially a few small walls down in the atrium, so this may change again. Also I made the sculpture have a bright texture for now, because it was vanishing and muddying up the player’s view. Ultimately I’ll have a real model in it’s place, probably something with a bright shiny bronze or copper patina.

de_boardroom0018

 

I have also reworked the elevator shaft, changing the location of the access hatch, and adding a short vent that leads down to the janitor’s closet. This will allow a choice of entering the atrium directly from the elevator, or from the janitor’s closet adjacent to it. The elevator shaft alone was a very direct route, but too easy to camp. CT’s were sitting ducks if they all decided to go that way.

de_boardroom0008The player pops out in the janitor’s closet via a drop down. It will take more playtesting to see if I need to add a way back up through this vent. My gut says yes.

de_boardroom0009

The final area that needs a lot of work is this upper tier. It is currently impossible for the player or bots to reach, however I mean for it to become a difficult to reach sniper’s nest. Both teams will have quick access to the landing, but it will require jumping and careful footwork. This will possibly balance the eagle-eye view that it will give the players that reach it.

de_boardroom0011_sniperlanding

Not too much longer and the map will be at a Alpha stage and I’ll start thinking about releasing it. So far throwing bots at it has come up with a fairly even split, but I have a few major choices to make before finalizing the nav mesh.

  • To make or not to make the north windows opaque in order to spread players out further before the first conflict?
  • Cover and new flow on the roof, atrium, and a few empty rooms
  • Finalize the look and feel.

Work in Progress 1: CS:Go Map de_boardroom

Here are some work in progress images on de_boardroom.

  • Level flow is basically done. There are a few questionable areas that I need to hammer on.
  • Ready to block in some better brushwork in the atrium. I’ve got a sweet reference image I’ll use.
  • Nav is in and working great, except in the elevator shaft. Bots are getting stuck so I’ll need to zhuzh the clip brushes and nav mesh there.