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[CS:GO] ar_blocks WIP

  • cashed
  • June 15, 2014 at 9:57 PM
  • cashed
    • June 15, 2014 at 9:57 PM
    • #1

    Fooling around with an idea for a good blocks map hehe. Going to be a mix of brush and models.


    [Blocked Image: http://i.imgur.com/S9HJult.jpg]

    [Blocked Image: http://i.imgur.com/TBfr4Nt.jpg]

  • Simonay
    • June 15, 2014 at 10:03 PM
    • #2

    That looks really inventive - are those lego bricks models or brushwork? Looking great though, can't wait to see the finished result!

  • cashed
    • June 15, 2014 at 10:05 PM
    • #3

    they are models

  • 2d-chris
    • June 15, 2014 at 11:28 PM
    • #4

    cool idea!!

  • cashed
    • June 16, 2014 at 2:17 AM
    • #5

    basic rough in complete


    http://imgur.com/a/kJtVf

  • spence
    • June 16, 2014 at 3:06 AM
    • #6

    fuck yeah, lego

  • ShockaPop
    • June 16, 2014 at 6:46 AM
    • #7

    You should add trigger_hurt on the legoblocks to make it more realistic.

  • text_fish
    • June 16, 2014 at 7:24 PM
    • #8

    Neat! Are you colouring the models with tint or separate skins?

  • cashed
    • June 16, 2014 at 11:09 PM
    • #9

    Haven't tried the tint yet, but I don't know if source lets you with a diffuse. Right now I have 2 models with skingroups on them.

  • cashed
    • June 17, 2014 at 1:09 AM
    • #10

    dem polys (low poly versions)


    [Blocked Image: http://i.imgur.com/f0dh77f.jpg]

  • spence
    • June 17, 2014 at 1:14 AM
    • #11
    Quote from cashed

    Haven't tried the tint yet, but I don't know if source lets you with a diffuse. Right now I have 2 models with skingroups on them.


    You can indeed, static props have a Color RGB field You can also mask where the tint is applied.

    Great idea for outside of the play area.

  • cashed
    • June 17, 2014 at 2:09 AM
    • #12

    spence I'll fool around with that soon


    Runs okay on my machine so far


    [Blocked Image: http://i.imgur.com/8pwHJwN.jpg]

  • Evert
    • June 17, 2014 at 8:54 AM
    • #13

    Haha cool stuff


    Quote from spence

    You can indeed, static props have a Color RGB field You can also mask where the tint is applied.

    Where can I find info about this masking? I guess somewhere on the wiki, but I couldn't find it.

  • Radu
    • June 17, 2014 at 11:29 AM
    • #14

    Really sweet colors and idea! It reminds me of a map I was working on two years ago.


    [Blocked Image: http://cloud-4.steampowered.com/ugc/541804448598213340/8C3095F2C78FC520F741048DA1E9D4B41B954AA7/]

  • spence
    • June 17, 2014 at 2:10 PM
    • #15
    Quote from Evert

    Haha cool stuff


    Where can I find info about this masking? I guess somewhere on the wiki, but I couldn't find it.

    There is a little information here: https://developer.valvesoftware.com/wiki/$blendtintbybasealpha

    I think the best practical example however is the L4D2 vehicle sheet. The tint has a multiplicative effect so the diffuse has to be appropriate for this or else things start to look weird.

  • Puddy
    • June 17, 2014 at 6:31 PM
    • #16

    Cool stuff cashed! I think it would be much easier on the eyes if the skybox was a rats-style environment (like, the pile of bricks is made smaller and placed on the floor of a room). It's a tad colourful atm.


    How does wallbanging work when the blocks are models? Maybe it would be worthwhile to create invisible brushes where the blocks are and have the blocks without collisions to get accurate wallbanging?

  • text_fish
    • June 17, 2014 at 8:38 PM
    • #17

    I hope you're going to make the ramps out of this sort of brick:


    [Blocked Image: http://acimg.auctivacommerce.com/imgdata/0/1/9/3/9/7/webimg/5097898.jpg]

  • FMPONE
    • June 17, 2014 at 10:30 PM
    • #18
    Quote from text_fish

    I hope you're going to make the ramps out of this sort of brick:


    [Blocked Image: http://acimg.auctivacommerce.com/imgdata/0/1/9/3/9/7/webimg/5097898.jpg]


    rofl. DO ITTTTt


    Quote from Puddy

    Cool stuff cashed! I think it would be much easier on the eyes if the skybox was a rats-style environment (like, the pile of bricks is made smaller and placed on the floor of a room). It's a tad colourful atm.


    How does wallbanging work when the blocks are models? Maybe it would be worthwhile to create invisible brushes where the blocks are and have the blocks without collisions to get accurate wallbanging?


    Agreed about the castle for sure

  • catfood
    • June 17, 2014 at 10:45 PM
    • #19

    everything is awseome!

  • Vilham
    • June 17, 2014 at 11:19 PM
    • #20
    Quote from text_fish

    I hope you're going to make the ramps out of this sort of brick:


    [Blocked Image: http://acimg.auctivacommerce.com/imgdata/0/1/9/3/9/7/webimg/5097898.jpg]

    Definitely, try building the actual level with basic lego bricks and then model the assets like that.

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