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de_scepter

  • grapen
  • July 10, 2017 at 7:46 PM
  • Vaya
    • July 10, 2017 at 11:58 PM
    • #21

    I think the map needs more landmarks. Nothing really stands out- everything looks very simular.

  • grapen
    • July 11, 2017 at 7:53 AM
    • #22

    The good news this morning is that the map has stabilized on the front page of the workshop, thanks everyone who made that happen!

    The bad news is that I've had reports from two different people that a specific material is causing issues. Here's a screenshot from one of the guys:

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/836957960628799770/EE0F88559BE0230C7577BAC5D42295B0DF74EEE6/]


    And here's the material:

    LightmappedGeneric { $basetexture de_scepter\scep_windowglass01b $surfaceprop glass $selfillum 1 $basealphaenvmapmask 1 }

    I'm not able to reproduce the issue with any of the settings, and the selfillum is working fine with the diffuse alpha. Has anyone seen this before?

  • dimes2dope
    • July 11, 2017 at 8:01 AM
    • #23
    Quote from grapen

    1 hour ago, grapen said: The good news this morning is that the map has stabilized on the front page of the workshop, thanks everyone who made that happen!

    [Blocked Image: http://i.imgur.com/juStJS5.png]


    Easy Re-Takes, well done!

    Quote from grapen

    1 hour ago, grapen said: And here's the material:

    LightmappedGeneric { $basetexture de_scepter\scep_windowglass01b $surfaceprop glass $selfillum 1 $basealphaenvmapmask 1 }

    I'm not able to reproduce the issue with any of the settings, and the selfillum is working fine with the diffuse alpha. Has anyone seen this before?

    I'm assuming you have quotes on this line:

    $basetexture de_scepter\scep_windowglass01b

    It may not matter but doesn't hurt to be safe!

  • grapen
    • July 11, 2017 at 8:09 AM
    • #24
    Quote from dimes2dope

    1 minute ago, dimes2dope said: I'm assuming you have quotes on this line:

    $basetexture de_scepter\scep_windowglass01b

    It may not matter but doesn't hurt to be safe!

    I made a habit of not doing quotes unless VTFEdit were being cranky about. Won't hurt to check if that could be it. Thanks!

  • dimes2dope
    • July 11, 2017 at 8:25 AM
    • #25
    Quote from grapen

    1 hour ago, grapen said: I made a habit of not doing quotes unless VTFEdit were being cranky about. Won't hurt to check if that could be it. Thanks!

    Yea, may not matter.

    FYI

    I cant Reproduce it either:

    (static props hidden)

    [Blocked Image: http://i.imgur.com/s9j70M4.jpg]


    No issues on my end with the texture.

    Did you get any other details from the guys - Graphics settings? GPU? etc.

    I tried on Low and High Settings, no effect, different ansiotropic - did nothing

    Currently Running 2 GTX 580s - probably with slightly out dated drivers

    No issues for me.


    The screenshot u showed kind of looks like it can see the skybox like with r_drawworld 0

    Here's with props but no world:

    [Blocked Image: http://i.imgur.com/q9uMxWh.jpg]


    EDIT:

    also, maybe im wrong but why are you using $basealphaenvmapmask 1

    You don't have an $envmap set for the material - so there are no reflections for the Envmapmask:

    [Blocked Image: http://i.imgur.com/IYmiIKR.png]

  • grapen
    • July 11, 2017 at 8:34 AM
    • #26
    Quote from dimes2dope

    2 minutes ago, dimes2dope said: also, maybe im wrong but why are you using $basealphaenvmapmask 1

    You don't have an $envmap set for the material - so there are no reflections for the Envmapmask:

    Yeah the $basealphaenvmapmask 1 is just there so that the $selfillum won't affect the metal :)

    Must have forgotten to add an envmap though!

  • dimes2dope
    • July 11, 2017 at 8:38 AM
    • #27
    Quote from grapen

    1 hour ago, grapen said: Yeah the $basealphaenvmapmask 1 is just there so that the $selfillum won't affect the metal :)

    Selfillum Should do that by Default, does it not? - it uses the alpha Channel of the base texture to see how bright each pixel should be

    So the metal would not be bright, because the alpha channel makes it not bright.

    [Blocked Image: http://i.imgur.com/NMcn9xv.png]

    Thats the whole point of using Selfillum over UnlitGeneric I thought, (among other things I guess)

    Does it not work without what you put?

    [Blocked Image: http://i.imgur.com/WBtdHaN.png]

    Here's how it looks with and without a separate mask, because in the first one it uses the base textures alpha channel.

    Edit: hope you saw this @grapen Selfillum should do by default, what you were trying to do with $basealphaenvmapmask 1 so that may be what caused the problem.

  • Pivac
    • July 11, 2017 at 9:47 AM
    • #28

    Truly beautiful map with unique visuals, despite somewhat familiar theme. Outstanding work on custom textures and models. Great balance between aesthetics and visibility. Nice angles, movement and clip-brush work. Definitely an operation material!

    Voting manipulation is seriously triggering me, something needs to be done about that. Removing down-voting would be a good counter I think.

  • ZeLzStorm
    • July 11, 2017 at 9:54 AM
    • #29

    Just an update on the workshop manipulation advertising thing.

    [Blocked Image: https://images.discordapp.net/attachments/304751707206713354/334253983139102730/6c2a2fca319f87fa0a2509b1248456e0.png]

    Community banned and workshop removed due to advertising betting websites. Good to see Steam Mods keeping on top of banning the right people. You should see less manipulation now.

  • Roald
    • July 11, 2017 at 10:25 AM
    • #30

    Great job Grapen I love it! Finally you released it, I waited so long ;)

    Besides the 20 pages long list of the things I love, there are a few minor things I noticed while walking arround:

    The breakable glass window is really hard to see. I jumped trough the window and bumped my head there. From T spawn walking to B, the brown room feels a litle too dark. When a CT pushed it was hard to see him. Also pushing further to B where the paths split to the bombsite and those sniper windows, that area feels a litle too dark. It was abit hard to see the CT's there. Just some minor things u could consider for a futuring update

  • grapen
    • July 11, 2017 at 10:38 AM
    • #31
    Quote from Roald

    12 minutes ago, Roald said: Great job Grapen I love it! Finally you released it, I waited so long ;)

    Besides the 20 pages long list of the things I love, there are a few minor things I noticed while walking arround:

    The breakable glass window is really hard to see. I jumped trough the window and bumped my head there. From T spawn walking to B, the brown room feels a litle too dark. When a CT pushed it was hard to see him. Also pushing further to B where the paths split to the bombsite and those sniper windows, that area feels a litle too dark. It was abit hard to see the CT's there. Just some minor things u could consider for a futuring update

    Thanks! I need to buy a new monitor, mine is so old and overbright it's hard to get lighting right :D will defo check these out!

  • poLemin
    • July 11, 2017 at 12:03 PM
    • #32

    Wow! Great job on this map @grapen and congratulations on the release! Can't wait to run around this and draw some inspiration for my thematically similar map. Keep it going!

  • will2k
    • July 11, 2017 at 12:14 PM
    • #33

    +1, Valve add this please

    Write +rep on my profile and I write back

    Click here for free code of 2000$ skin

    I'm pretty sure I missed something up there :)

    Congratulations on this release, and as everyone has said before, map is looking visually awesome and clean; well done.


    Manipulation and massive bot down-votes are sadly not surprising; the workshop, and by extension Valve, is a lost cause and a shining example of incompetence, and lack of accountability/responsibility. And they get away with this because of them being a monopoly without a decent competitor that forces them to improve for fear of losing market share and customer goodwill.

    Anyway, congrats again on finishing this big project and here's to more ambitious ones in the future :)

  • 'RZL
    • July 11, 2017 at 2:38 PM
    • #34

    Ran around the map, its pretty fun and good looking, good job! A little bit of snarky feedback: http://imgur.com/a/dcJvs

  • grapen
    • July 11, 2017 at 4:54 PM
    • #35
    Quote

    2 hours ago, 'RZL said: Ran around the map, its pretty fun and good looking, good job! A little bit of snarky feedback: https://imgur.com/a/dcJvs

    1. Whoops, been meaning to add a door there. 1.1 :)

    3. You used to be able to, tricky balancing act. Might revise depending, but for now it's a double peek opportunity and afterplant position.

    4. Save area as well as nade opportunity through windows above.

    5. Yeah I guess :D

  • Fnugz
    • July 11, 2017 at 10:38 PM
    • #36

    Good job on the map, looks really nice! I got some feedback, mostly clipping issues.

  • grapen
    • July 11, 2017 at 11:12 PM
    • #37
    Quote from Fnugz

    27 minutes ago, Fnugz said: Good job on the map, looks really nice! I got some feedback, mostly clipping issues.

    Thanks guys, that's some detective work right there :)

  • blackdog
    • July 12, 2017 at 3:26 AM
    • #38

    Ran around the map to have a look and really like the layout and generally design of every single area, you can see there's a lot of attention to offer different approaches.

    Shouldn't the CT spawn feature A-B decals? I see ok those around bombsites and T-side so I assume they are missing.

    Would be fun some more breakable just for the sake of shooting something when getting in position. Also I didn't realize straight away there was a glass in the window that from mid allows to go toward A... at first I thought the model had weird clipping and wasn't allowing me to fit in. Maybe should be more opaque or another glass texture?

  • grapen
    • July 12, 2017 at 7:39 AM
    • #39
    Quote from blackdog

    4 hours ago, blackdog said: Also I didn't realize straight away there was a glass in the window that from mid allows to go toward A... at first I thought the model had weird clipping and wasn't allowing me to fit in. Maybe should be more opaque or another glass texture?

    Coming in a patch this week along some bug/clip fixes and gameplay enhancements :)

  • blackdog
    • July 12, 2017 at 9:27 PM
    • #40

    Also, maybe I didn't spot it… but *cough* no HURG references?

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