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  • How to Compile Maps using a Batch File - Counter-Strike - Video Games - Picco Development
    Set MAP NAME cs test Set CSG OPTIONS low noinfo estimate chart cliptype precise wadautodetect Set BSP OPTIONS low noinfo estimate chart Set VIS OPTIONS low noinfo estimate chart full Set RAD OPTIONS low noinfo estimate chart sparse extra bounce 4 smooth 30 notexscale dscale 1 Rem End of configuration You don t need to change anything below this line If Exist MAP PATH MAP NAME log Del MAP PATH MAP NAME log If Exist MAP PATH MAP NAME err Del MAP PATH MAP NAME err STEAM PATH 0 2 ZHLT PATH hlcsg exe CSG OPTIONS MAP PATH MAP NAME If Exist MAP PATH MAP NAME err Goto Failed ZHLT PATH hlbsp exe BSP OPTIONS MAP PATH MAP NAME If Exist MAP PATH MAP NAME err Goto Failed ZHLT PATH hlvis exe VIS OPTIONS MAP PATH MAP NAME If Exist MAP PATH MAP NAME err Goto Failed ZHLT PATH hlrad exe RAD OPTIONS MAP PATH MAP NAME If Exist MAP PATH MAP NAME err Goto Failed If Exist MAP PATH MAP NAME lin Del MAP PATH MAP NAME lin If Exist MAP PATH MAP NAME p0 Del MAP PATH MAP NAME p0 If Exist MAP PATH MAP NAME p1 Del

    Original URL path: http://www.picco.dk/en/video-games/counter-strike/articles/how-to-compile-maps-using-a-batch-file/ (2016-04-28)
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  • Advice on Distributing Maps - Counter-Strike - Video Games - Picco Development
    wad files If you use custom sounds models or sprites put them into a subfolder with the same name as the map That is sound map name models map name og sprites map name Linux servers are case sensitive so make sure to refer to your actual file names For example if you have a model called Couch mdl don t refer to it as couch mdl I suggest you stick to small letters only Make an overview of the map Nobody likes to watch green squares Make a resource file even if your map consists of a bsp file and nothing else Just for good measure Make a readme file call it map name readme txt and put it in the maps folder At minimum write your name nick your email address and a link to the newest version of the map Don t use beta final or any other suffix in the map name Instead put the map s version or compilation date into the readme file Don t distribute screenshots People download your map to play it not to look at screenshots Don t distribute other unnecessary files Make an archive preferable in zip format relative to

    Original URL path: http://www.picco.dk/en/video-games/counter-strike/articles/advice-on-distributing-maps/ (2016-04-28)
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  • List of Standard Skyboxes - Counter-Strike - Video Games - Picco Development
    To specify which skybox you want to use go to the Map menu in Hammer and select Map properties Write the name of the skybox in the environment map cl skyname box Compile the map and that should do it You can also make your own skyboxes but that s beyond the scope of this article Top Standard Skyboxes in Half Life 2desert alien1 alien2 alien3 black city cliff desert

    Original URL path: http://www.picco.dk/en/video-games/counter-strike/articles/list-of-standard-skyboxes/ (2016-04-28)
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  • Spray Logo Converter - Counter-Strike - Video Games - Picco Development
    tempdecal wad for download which you should put into one of the following two folders depending on the game SteamApps Account Name counter strike cstrike SteamApps Account Name condition zero czero Note The Half Life engine is optimized for textures where both dimensions are powers of two Textures in all other sizes will be downsampled and then stretched which is very noticable I recommend that you only use the recommended

    Original URL path: http://www.picco.dk/en/video-games/counter-strike/spray-logo-converter/ (2016-04-28)
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  • de_hoejetaastrup - Counter-Strike: Source - Video Games - Picco Development
    Valve Hammer Editor I had made the center arch two rows too low counting is hard but that was easily fixed August 28 th 2005 After having fixed the center arch I compiled the map for the first time For some reason no light calculation was done which caused everything to be at full brightness Also the roof might have been just a tiny bit too reflective August 28 th 2005 part 2 Light calculation now works It s starting to look pretty good September 9 th 2005 It turned out that the scale wasn t quite right the building was too large As I was going to redo it I decided to make the arches with twice the amount of surfaces I also made a little bump mapping on the roof material and added part of one of the adjacent buildings September 10 th 2005 I added more of the adjacent buildings and the platforms The reflection on the roof has started to look weird but I may be able to solve that by binding the surfaces to the env cubemaps instead of letting the engine guess or however that works September 11 th 2005 After having made a

    Original URL path: http://www.picco.dk/en/video-games/counter-strike-source/maps/de-hoejetaastrup/ (2016-04-28)
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