How would you do a kv file for a workshop map? Would it still just be named
map_name.kv? What if there is a workshop map and a regular map with the
same name? How does it distinguish?


On Sat, Aug 17, 2013 at 12:08 PM, ics <[email protected]> wrote:

> Yes, only the files that you want to change go there. Basically you can
> also insert custom maps into /csgo/custom/somedirhere/maps/ like Valve
> suggested over TF2 when Steampipe came to it but i just still put them
> under /csgo/maps myself.
>
> -ics
>
> Absurd Minds kirjoitti:
>
>> I think he's saying that's where the kv files go, but the map file stays
>> in its normal location.
>>
>>
>> On Sat, Aug 17, 2013 at 12:01 PM, Charalampos Galanis <
>> [email protected] <mailto:[email protected]>> wrote:
>>
>>     Do this require clients to download de_nuke again? Just because it
>>     is located on a different path? Duplicate maps should be avoided ,
>>     I think.
>>     Στις 17 Αυγ 2013 6:55 μ.μ., ο χρήστης "ics" <[email protected]
>>     <mailto:[email protected]>> έγραψε:
>>
>>
>>
>>     >
>>     > I think you need to put them under
>>     csgo/addons/**putsomefoldernamehere/maps/ instead of csgo/maps
>>     >
>>     > Otherwise the data from vpk will be loaded. Could be also that
>>     the models aren't allowed to change on default maps.
>>     >
>>     > -ics
>>     >
>>     > Charalampos Galanis kirjoitti:
>>     >>
>>     >> Hello !!
>>     >>
>>     >>
>>     >> I just want to replace the models on nuke on my server ,
>>     created de_nuke.kv file and put on maps folder.
>>     >>
>>     >> But still , I see the default balkan and sas models.
>>     >>
>>     >> Anyone to tell me what to do ?
>>     >>
>>     >> Do valve hardcoded the models there , in order not to be
>>     changeable or the .kv files are just obsolete?
>>     >>
>>     >>
>>     >> Thanks!
>>     >>
>>     >>
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