How are you doing the grass? Detail objects? Or prop_statics?
That mountain adds a lot to that scene, the scale's really nice.
How are you doing the grass? Detail objects? Or prop_statics?
That mountain adds a lot to that scene, the scale's really nice.
Quote from 3DnjIt's hard to put grass in this game
Looks a bit like 'swampy' grass, maybe it'll look better if you put it in a puddle?
Quote from 3DnjAlso I put a MOUNTAIN
Nice
Is it a model?
Yeah, just some curved planes with a scrolling fog in front of them.
Yah the grass in CS:GO is pretty bad
Try to color the prop_static for something darker, maybe it can fix the horrible texture of this grass model.
Really nice mountain, love it too
Yeah, I tried this but hard to find the good color. Also I wondering if changing the color of a props static is making it more expensive because I'm using it a lot and the budget of static props is incrédibly high (but I didn't work on fade distance yet) or it's just because a lot have alpha (foliages and shit).
Today I reworked the cliff texture and made some new foliages with existing textures :
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-23_00002.jpg]
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-23_00003.jpg]
foliage is expensive in source. My DOD:S map used shit loads which was dropping the frames significantly, I eventually found a different bush model that massively helped.
I'm not sure how Robert Briscoe pulled it of in de_forest, but he somehow created his own foliage system.
Here's what he said about it on his site:
QuoteOnce this stage was completed I spent many months creating an extremely efficient tree and foliage system to run well on the Source engine over a wide array of PC systems.
Maybe get in touch with him?
I can ask him but If I'm putting a bit more work in fade distance, this will help. I need to check what models don't cast dynamic shadow to set it off when needed (because the dynamic shadow use the alpha of each foliage prop)
Wow, fps raised from 75 to 160 in one place without the dynamic shadow, worst than expected.
Okay serious shit !! I have now all the map done and I just need to retake a bit some old place to make them better and a lot of framerate work to do + clipping and shit and bam !
Hope this will be good. I have also an idea of new path between A and Mid, I want to test it soon ![]()
Screenshots :
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00001.jpg]
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00003.jpg]
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00005.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00007.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00008.jpg]
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00012.jpg]
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00016.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00017.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00018.jpg]
[Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00015.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00010.jpg]
dat rainbow
looking even better every time you update it. gj man!
epic. readability might still be an issue but damn if it isn't sexy!
Quote from 3DnjI have also an idea of new path between A and Mid, I want to test it soon
Before making a new path, test your map with other guys because it seems it has already a lots of ways !
I also think it still too dark in some place, perhaps you should increase your ambient light intensity.
Anyway, you did a great job !
Fantastic work dude =)
Thanks guys ! ![]()
It's true that is a bit dark in dome place, it's because of my new colorcorrection. Will be a little brighter for the next playtest.
Okay, i want to put the map here if someone want to test it ![]()
But please consider there some cons I have notted already. There is a lot of dark spot in the map, fps can be pretty bad in some place, alot of clip are missing and some props are popping.
Here is the link : http://www.minerality.fr/private/de_ruins_rc1.rar
And an overview :
[Blocked Image: http://www.minerality.fr/images/maps/cs…06-03_00001.jpg]
Ho ! And I forgot : "Find all ten watermelonz !" ![]()
all those bomb sites have so many entry points, must be hard to defend once the bomb has been planted?
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