7 Commits

4 changed files with 42001 additions and 647 deletions

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.gitignore vendored
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@@ -2,3 +2,7 @@ de_abandoned_hospital.bsp
de_abandoned_hospital.log
de_abandoned_hospital.prt
de_abandoned_hospital.vmx
zr_abandoned_hospital.bsp
zr_abandoned_hospital.log
zr_abandoned_hospital.prt
zr_abandoned_hospital.vmx

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@@ -4,22 +4,42 @@ An open source CS:GO map.
Custom materials used in this map are available inside the materials folder. Do not forget to install them before attempting to compile it through Valve Hammer Editor.
A zombie riot version is also avalaible under the name "zr_abandoned_hospital".
## Getting the map
Build the map or download the [latest release](https://git.quent1.fr/quent1/de_abandoned_hospital/releases).
## Building the map
Open `de_abandoned_hospital.vmf` with Valve Hammer Editor (Counter Strike : Global Offensive SDK version). Press `F9` to compile, then select `Expert...` and choose the `Full compile -both -final (slow)` preset. Compilation will be way slower but it will ensure that the lightning of static props on the map are correctly rendered.
## Running this map on a server
Once installed, do not forget to generate the navigation meshes file.
1. Build the map or download the [latest release](https://git.quent1.fr/quent1/de_abandoned_hospital/releases).
2. Install the map
3. Generate the navigation meshes file (see below).
## Generating the navigation meshes file
## Generating the navigation meshes files
Open the server console and execute :
Open CS:GO console and execute :
map de_abandoned_hospital
sv_cheats 1
nav_generate
Wait a few minutes until the file is generated. The server may become unresponsive during that generation.
Now that the standard mesh file is generated, we need to check for missing floors (upper floors and ladders). See this [Valve wiki page](https://developer.valvesoftware.com/wiki/Navigation_Meshes#Explicitly_marking_walkable_areas_.28i.e:_.22There.27s_no_mesh_upstairs.22.29) for more details.
To do so, execute the following commands :
sv_cheats 1
nav_edit 1
To mark a floor as walkable, execute :
nav_mark_walkable
Once all floors are marked as walkable, rebuild the navigation meshes file :
nav_generate
If the meshes are correctly generated, add all ladders then save the file :
nav_build_ladder
nav_save

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