Quick google search says either emulate Windows or use WineSkin. Hammer doesn't seem to have a versions for mac or linux.
Maybe someone else here uses mac and knows something better. You could try to find someone like that in the discord chat.
imagine that everywhere your map is open to the sky, make it a tube/tunnel with blocks with the sky texture. The size doesn't matter for the rendering, but people will get stuck on it like a clip texture, so I suggest making it higher than what players are supposed to be able to reach. Where normal blocks are sealing the map, they must not be entities but world blocks, or your compilation will return a leak error. Also, make sure that you can't see a face of a block that touches directly a face of a block of the skybox, it will look messy.
Here is a small map I made to show you, here is the VMF and the BSP.
Also keep in mind that not only the player will get stuck on it, but the weapons and nades too, so I advise using player clips instead of sky blocks between areas of your map, unless you're going for full optimisation
The only thing I could find is this, but I sincerely doubt that it runs source.
I mean.. I know next to nothing about VR but Synergy is working on implementing support for it. Also, The new Valve game is in VR, although that's in source 2 (which csgo is not)
If you want to make a VR game, why not give unity a shot?
Yes, when I received the map as is, it crashed. Like I said, the prop_vehicles were the main culprits, but the leak would have been a big problem as well.
Here is a screenshot of me playing the map just now.
I reuploaded the VMF and now the BSP so you can try to open the map in game before you try your own compile. I didn't change the VMF, but included it just in case something went wrong last time.
Cheers! I use Inkscape.
Helpful workflow setup:
That's the most utterly basic guide I can give you. Beyond that, well, it's a complex piece of software and there's lots of tutorials online. Good luck!
Helpful workflow setup:
That's the most utterly basic guide I can give you. Beyond that, well, it's a complex piece of software and there's lots of tutorials online. Good luck!
Helpful workflow setup:
That's the most utterly basic guide I can give you. Beyond that, well, it's a complex piece of software and there's lots of tutorials online.
You should own the rights to use the song regardless of what it's for. Ask for permission from the original creator via email or other contact methods. This only doesn't apply if it's in the public domain or under a creative commons lisence and you follow what the licence asks. If you see a noncommercial license, I'd look elsewhere. Better safe than sorry. I'm sure there's something christmas sounding on sites like http://incompetech.com/music/royalty-free/
Here. But Valve can remember to fix it much later. There was a bug which broke turning on and turning off ligth. They fixed it 1 year ish after.
Overpass was made by valve: https://blog.counter-strike.net/index.php/2013/12/8306/
All the current assets in the game are available in the SDK by default. This is updated every time the game is updated. This includes all dust 2 assets, Blacksite, Sirocco, etc..
B seems like a fun site. I'd personally remove one of the routes from store to B, cause 3 is a bit much for Ts to peak (Even if you didn't, it'd still be fine as long you make it like the picture and Ts can peak each of the store entrances one at a time.
For CTs to get to A, they have to cross mid. The gap in middle is very large, and CTs are pretty much guaranteed to get AWPed. For a fast entrance to B, CTs must waste some utility. They could take a longer way through "under" but Ts would probably be able to molly the exit to A before CTs get there. The solution is to add another route to A from top mid, and some cover fro crossing CTs.
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Also, connector should be attached to... The really weird long corridor thingy to the right. Faster rotates, more interesting.
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I also recommend using this online image editor instead of MS paint for making your layouts.
I am going to do some testing on the new CSS for this sub this weekend. I'll keep this feature in mind, however I can't promise it's going to be integrated with the first new CSS layout.
Like Revoker said, for now you can use RES, RES not only provides this night view but also a lot of other features that are very useful when you browse a lot of Reddit!
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Easy way is back and forth file sharing, but it's also really rough in the long run. Manually copying files leads to someone eventually (or often) making a mistake and overwriting work, or tossing out the wrong copy.
Using something like dropbox or google has the same issues though slightly better. Using a dropbox style service with a batch file backup program like SyncBack can also help automate this, and it may be the best option for the "easy" method.
Ultimately, best to use what pros use: version control software. One of the current favorites is called Git, but for the type of files that csgo uses, you can't go wrong with svn. Svn is complicated, but less complicated than a lot of other software like this. Also free. A popular way to use SVN is with a client called Tortoise SVN.
It's possible to set this up on your own pc, or have a webhost do it for you. Most decent webhosts can get svn setup with the click of a button, though you'd still have to do some learning to know how to use it.
Once you do all this - csgo mapping is a one at a time type of thing. Break the map into chunks or layers, make your own system, but you can't both be editing at the same time in the same map.