Terri

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Terri last won the day on November 27 2016

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About Terri

  • Rank
    Regular
  • Birthday 11/10/2000

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  • Skype
    Terri00
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    http://steamcommunity.com/id/Terri00
  • Website
    https://sketchfab.com/terri

Profile Information

  • Real Name
    Harry Godden
  • Job
    Pro batch scripter
  • Location
    Brighton, England

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  1. We generally request you wait at least two weeks before resubmitting. As well as this, after checking the map I concluded that there was not enough change on the level's layout to require additional play testing at this point in time.
  2. I wrote the program so that it would convert it to grey scale, and decrease contrast to get the best view of the heatmaps This was just the first one that got unpacked from the bsp and then flattened in this way Added a flowmap to your folder but its offset, maybe this is an old radar that's still packed?
  3. Hello, back again already! I've worked on a feature to generate flowmaps of the playtest. Heres an example on the map De_Aviv The intention is to help in the ability to see very clearly the common paths across the map, and high traffic areas such as chokepoints. I will be refactoring the code shortly to show off paths direction (colour fading along line), to increase readability! This is not available publicly anywhere else, so if you would like one of a previous playtest from the mapcore server, please contact me!
  4. Hey everyone, small little update; I spent a little while putting together a bot for the discord server ( https://discord.gg/QndSg4f ) The function of it keeps a live view of the maps that are going to be played, and posts announcements when play-testing is near. You will see this in the # announcements text channel Examples: Hopefully this adds a bit of convenience
  5. The map can be in any state as long as it functions, and has an acceptable visual quality (greyboxing is fine). US West coast would probably have an undesirable ping, I don't know much exactly. Server is located in Sweden.
  6. When doing these kind of models I usually set these parameters: I'm not sure if Disable Shadows will make a difference or not, but Disable Self-Shadowing definitely does.
  7. There was a large gap over the end of December for playtesting. Demos (hopefully working), feedback and heatmaps will all be uploaded for today's and last Sundays test.
  8. - Build a good portfolio - Finish GCSE's and go to college - Start making a small game (after cs:go maps done :P) dats about it really
  9. Hehe, I tried doing this at one point, as voro said it doesn't work, and for me hardly at all And as well as bad lighting, you will get a whole new set of errors. Valve's de_nuke is a very good example of the brush to model ratio that should be used for best results
  10. Good luck everyone who submitted!!! Time to take a nice break.
  11. A video of Brest from start to finish
  12. Needs to be VTF DXT 1, its not the same as CSGO. The radar VTF + VMT should be in materials/overviews/ Edit your resource/overviews/Operation_Harbor.txt to look like this: "operation_harbor"{ "material" "overviews/Operation_Harbor" "pos_x" "-14001" "pos_y" "8135" "scale" "13.00" grid_divisions 10 // number grid rows and columns grid_dark 1 // use dark grid} Your VMT for the radar should also look like this: UnlitGeneric { $basetexture "overviews/Operation_Harbor" $translucent 1 $vertexalpha 1 $ignorez 1 $no_fullbright 1 }
  13. Yeah its around 2 - 3 thousand faces, but i'm hoping having it as an unlit material will make up for the performance loss
  14. Today I did a pretty huge change to the 3D skybox, I'm now very satisfied with how it looks. As it's all mesh now, I baked all the lighting information from a cycles render (256 samples) into these textures and it looks fairly realistic Previously rushed version looked like:
  15. Damn, this was a problem before and I thought I fixed the issue with the server, I'm really not sure what causes it and as far as I know there is no way to actually play demos like this. Sorry for this, hopefully you can get enough info on your map with the feedback that was left in the text documents. I will have to look again into this issue