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  2. Fucking. Hell. PS: Yes dux, I did have a very pleasant wank over this before you ask
  3. Today
  4. Greetings Fellow Creatives, New free tile-able texture images are ready for your projects. This week we have: Stucco - Artistic Vegetation - Artistic And Wood - Artistic You can access them (and my other categories) from here: https://soundimage.org/images-home-page/ NEWS New Ogg Music Packs I’ve uploaded 2 new Ogg music packs containing all the tracks from my Sci-Fi 3 page and my Drama 1 page. They sound great...give them a try! In the meantime, if you find my free assets helpful, please consider making a small donation on my website to help support my efforts. Please stay healthy and safe.
  5. Jesus Christ, this game is like an “eyeballs where your nipples should be” simulator. I got violently ILL from a five second teaser
  6. Additionally, using cover to your advantage is a core part of playing CSGO. As the map maker you have the opportunity to guide your player through your layout as well as show them the best positions from where to play it by means of placing cover in the right spots. The best maps use the level architecture to generate much of this cover and the according "flow" of the level. All that is just to say, your layout and your cover placement have to work in tandem. You can't really finalize a layout without knowing your cover.
  7. Have you had a cheeky wank to that already radu
  8. Ive been working on this map again quite a bit in the last time, greybox is soon to be finished, the map is now called "Base Selene". If you are interested in it even more, Ive been talking about the updates on youtube a bit: https://www.youtube.com/channel/UCW7xMG1QYqqwkurHPj0NYoA There is also a new workshop for it: https://steamcommunity.com/sharedfiles/filedetails/?id=2297375610 These screenshots are from whats going to happen in the next small update: Radar: Rest: As always, any feedback is appreciated. Have a nice day Also, should I make a new thread for this in 3d? Since this contest is done for over a year already and the map name changed.
  9. Yeah, I'm also searching for one and it ain't looking too optimistic atm.
  10. they can take years for all I care, won't be getting my 3080 before that anyway
  11. Yesterday
  12. You just made my day. I had no idea there was a second movie
  13. I've been putting the finishing touches to my aim_six_arenas spinoff map (which I'm now calling Showdown Planet) and I though I could share some comparison GIFs between the original map and the spinoff map. As I mentioned earlier, while aim_six_arenas merely was a collection of six soundstage-like rooms connected by a hallway, Showdown Planet will consist of six separate arenas meant to represent different places around the world, which means the arenas in Showdown Planet will be far more detailed than their aim_six_arenas counterparts. Dust/Mirage arena: Aztec/Ancient arena: Swamp/Mill arena: Subzero/Monastery arena: Hallway, made more AIM friendly in the Showdown Planet version: I did not record camera positions when taking screenshots, hence why the GIFs aren't perfect comparisons.
  14. Whistler's Mother Seeing him at the end, cruising in the convertible on Sunset Blvd, flipping everyone off was priceless Do yourself a favor and watch the 2nd movie from 2007 if you haven't done so yet; it is slightly less hilarious than the first one but it's Bean after all (the scene where he inadvertently gets onto a movie set about WWII and does his usual shenanigans is well worth it)
  15. This map is unreleased. I don't personally know the developer, but I believe they have abandoned/paused the project. So to answer your question, message the developer and maybe they will be willing to share the map file.
  16. Yes indeed. There is a lot of room for sniping and jumping.
  17. Yeah that episode is so amazing. I just watched the movie from 1997. The part with the painting is maybe the funniest thing I have ever seen in my entire life
  18. That was a quick turnaround! So from the overview looks like you can go up those orange “platforms”, right?
  19. After many years of trial and error, going off of almost zero documentation other than a poorly worded but still somewhat helpful tutorial on the valve developer community, and dota 2 gameinfo.gi on github gametracker, I have stumbled into how to import a source 1.0 vmf, the steps for Half-Life: Alyx are as follows: Create a default-new "addon" where you'll keep the imported materials / textures / models. Then the easiest way to batch import source1 content is using https://github.com/AlpyneDreams/source2utils, after you're done with those tools and you have a folder of .vmat and .tga I like use https://www.xnview.com/en/xnviewmp/#downloads to batch convert all the .tga to have a color depth of 32 with 255 alpha, otherwise source2 cant read it, and enable RLE compression, its lossless and reduces OVER 60% of total file size. Move all of your imported content to that normal addon we made earlier. Now, here's what I believe to be the magic sauce... create a "MOD" (not a addon ) of your original source1 content on the game-side, not content-side, located at for example "E:\SteamLibrary\steamapps\common\Half-Life Alyx\game\source1mod". A very important note, along with your source1 content, you also need to have a normal source1 gameinfo.txt, located right next to your materials / models folders, the one from tf2 for example would work. Then, (THE Real magic), open up "E:\SteamLibrary\steamapps\common\Half-Life Alyx\game\hlvr" and edit the "gameinfo.gi" file with a text editor, scroll down to find... Source1Import ! Set importmod, and importdir to your source1 content mod you made, like so : "importmod" "source1mod" "importdir" "..\source1mod" NOW before you run off and try and import a .vmf from your desktop, you need to place even the source .vmf in a special location, on the content-side, not game-side, for example "E:\SteamLibrary\steamapps\common\Half-Life Alyx\content\source1mod\maps\ctf_2fort_d.vmf" Finally using google I was able to find very little parameters for "Source1Import", but I did find a few, how useful they are is yet to be understood, probably best to start with the default no parameters. "synthesizeMeshNames" "1" "ignoreParticleManifest" "1" "getSkinningFromLod0ByDefault" "0" "createStaticOverlays" "1" // info_overlay entities will be converted to static overlay nodes instead of preserved as Info_overlay entities Hopefully this made sense, I'll think about making a more detailed FULL tutorial on steam guides or something later, I'll edit this to have a link to that if I do end up making it. Thanks!
  20. Finally watched the unsettling The Platform. Brings me back to stuff like The Experiment and Cube, although not anywhere as action oriented. I highly suggest it, if you like this genre of film. Also suggest to watch in Spanish.
  21. will2k

    Random Photo Thread

    Taken yesterday, at sunset
  22. Well, I did what I said I would do: I re-watched all the episodes again earlier this month. Although I remembered and knew exactly how each episode would play, I was still laughing my ass out. The episode where he waits in line to greet the queen almost brought me to tears
  23. I made a wingman map, inspired by 3DMike's maps de_survivor and de_recon . For now it doesn't have too much details given my layziness and given the fact that in the future i would like to extend it to a fully fledged defuse map. It can be downloaded from good old Gamebanana: HERE WORKSHOP Credits to @Yanzl for the awsome spruce models some pics
  24. I don’t have any of these issues. Do others?
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