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[CS:GO]de_zoo

  • Squad
  • March 20, 2014 at 5:41 PM
  • Puddy
    • December 26, 2014 at 5:56 PM
    • #161

    text_fish lmao


    I guess here's your new avatar Squad:

    [Blocked Image: http://i.imgur.com/ziiiaU2.jpg]


  • Squad
    • December 26, 2014 at 6:05 PM
    • #162
    Quote from Puddy

    text_fish lmao


    I guess here's your new avatar Squad:

    [Blocked Image: http://i.imgur.com/ziiiaU2.jpg]


    Display More


    Haha

  • clankill3r
    • December 26, 2014 at 7:23 PM
    • #163

    That is not an easter egg

    That is obvious advertisement

  • Deh0lise
    • December 26, 2014 at 9:29 PM
    • #164
    Quote from Squad

    This is a lighting error that has been bugging me for a while now. I've tried all different prop_static parameters now, but I can't seem to fix it. This rock model looks fine on one side, but the lighting is off on the other side.

    Anyone has any idea what is causing this and how to fix it?


    Is it inside skybox brushes? might be that, maybe trying to put it in the 3dsky instead (recompile in scale 1/16)?

  • Squad
    • December 26, 2014 at 10:26 PM
    • #165

    There are two skybrushes inside that model, but the origin is not. It probably has something to do with that, I'll try an info_lighting. Thanks

  • Mvllsk
    • December 27, 2014 at 1:12 AM
    • #166

    The lighting is amazing. How many work hours have been put into this map?

  • Squad
    • December 27, 2014 at 1:15 AM
    • #167

    Thanks

    No idea how many hours, but I've started the map about a year ago.

  • JeanPaul
    • December 28, 2014 at 10:36 PM
    • #168

    Are you compiling with -staticproppolys and -staticproplighting? That might fix the rock prop issue.

  • Squad
    • December 28, 2014 at 11:07 PM
    • #169
    Quote from JeanPaul

    Are you compiling with -staticproppolys and -staticproplighting? That might fix the rock prop issue.


    Yes, I'm doing full compiles. The info_lighting seems to have fixed it btw

  • JeanPaul
    • December 28, 2014 at 11:14 PM
    • #170

    siq tite breh

  • Vaya
    • December 29, 2014 at 9:23 AM
    • #171

    How long does a full compile take for a beast like this?

  • Squad
    • December 30, 2014 at 12:04 AM
    • #172
    Quote from Vaya

    How long does a full compile take for a beast like this?


    A bit less than two hours, most of which is for vrad.

  • Vaya
    • December 30, 2014 at 8:34 AM
    • #173

    Not too bad..

  • Sprony
    • January 3, 2015 at 9:21 AM
    • #174

    Looks much better. The roof is also a huge improvement.

  • Squad
    • January 3, 2015 at 11:13 AM
    • #175
    Quote from SpronyvanJohnson

    Looks much better. The roof is also a huge improvement.


    Thanks

  • El_Exodus
    • January 3, 2015 at 2:54 PM
    • #176

    Squad, my friend. Please release it soon enough, before the next Operation starts I really want you to get in!

  • Squeebo
    • January 4, 2015 at 2:39 AM
    • #177

    I love the look of this map, and the original setting, it's fantastic! Can hardly wait for it's release, I look forward to playing it

  • Squad
    • January 7, 2015 at 1:48 PM
    • #178

    Some small updates.


    Replaced the hay stack with a Safari jeep prop.


    [Blocked Image: http://i.imgur.com/CDe3b5u.jpg]


    Custom fish


    [Blocked Image: http://i.imgur.com/iDxzAoY.jpg]

  • FMPONE
    • January 7, 2015 at 11:37 PM
    • #179

    That sideways T.V. seems a bit odd, maybe you could do a custom asset there? Also, the shadows on the ground being so red seems odd. Maybe use a local ambient light to bring out the blues there, I think that would make more sense.


    edit: but that first shot is coming along nicely

  • Squad
    • January 8, 2015 at 12:10 AM
    • #180
    Quote from FMPONE

    That sideways T.V. seems a bit odd, maybe you could do a custom asset there? Also, the shadows on the ground being so red seems odd. Maybe use a local ambient light to bring out the blues there, I think that would make more sense.


    edit: but that first shot is coming along nicely


    Agreed the TV seems odd that way. I was trying something different than these wooden signboard that have been there since forever and looked like shit.

    Gonna try the local ambient light too. Thanks for the feedback!

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