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  4. [CS:GO] Exotic Places Mapping Contest

de_bucha

  • Interfearance
  • July 9, 2019 at 6:49 PM
  • Interfearance
    • July 9, 2019 at 6:49 PM
    • #1

    Welcome to Bucharest!

    My goal is to have a better looking graybox than Roald. But seriously, I want to produce a simple and fun theme with some new ideas. The layout is simple, the palette will be warm, and the middle will be vital. Here are a few screenshots (I have opted out of blocking window frames and stuff because they will probably end up being models and there be many facades that would be very taxing if blocked). Also I need to incorporate a few more mats for the gray box, hence the errors XDDD. I also am having issues with TAR, if you can help read the text at the end!!!

    A site (W.I.P)

    Upper A stairs

    Upper B

    B site (W.I.P)

    B courtyard (W.I.P)

    Whenever I try compiling the tar map I get this log:

    Spoiler

    ------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive/bin/tar" -------------------------------------------------------------------------------

    ------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive/bin/tar/AutoRadar.exe" -g "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" "c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps/de_buchafix" -------------------------------------------------------------------------------

    (required: min core 3.3.0) opengl version: 3.3.0 NVIDIA 430.86 KV Read time: 0ms C:/Program Files (x86)/Steam/steamapps/common/Counter-Strike Global Offensive/csgo/../ Version: 2 TreeSize: 10898937 *.svg *.vsc *.raw *.txt *.mp3 *.wav *.png *.res *.ani *.phz *.phy *.vmt *.pcf *.vtf *.vtx *.vvd *.mdl *. Done reading 88934 entries read Finished setting up filesystem. vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Opening vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing VMF data KV Read time: 2071ms vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing visgroups 'tar_layout': 20 'tar_overlap': 21 'tar_mask': 22 'tar_cover': 23 'water': 24 vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing solids vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Processing entities vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Done! vmf [c:/program files (x86)/steam/steamapps/common/counter-strike global offensive/sdk_content/maps/de_buchafix.vmf] Failed to load resource: error

    Loading texture: textures/gradients/gradientmap_0.png Loading texture: textures/grid.png Bounds MAXY: 104 Bounds MINY: -276 -2400,104,2272 2848,-276,-2842 Compiling shader from source: shaders/gBuffer.vs Compiling shader from source: shaders/gBuffer.fs Compiling shader from source: shaders/gBuffer.vs Compiling shader from source: shaders/iBuffer.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/fullscreenbase.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_comp_multilayer_blend.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_comp_multilayer_finalstage.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_fxaa.fs Compiling shader from source: shaders/fullscreenbase.vs Compiling shader from source: shaders/ss_msaa.fs Loading texture: textures/modulate.png v10000 ^-10000 Finished. Press a key to close.


    If you can help then PM me and I will love you forever ❤️


  • text_fish
    • July 10, 2019 at 8:52 AM
    • #2

    Don't expend too much energy on beautifying the graybox. With a gruelling artpass on the horizon, there's no sense in duplicating your workload.

  • Karthoum
    • July 10, 2019 at 12:57 PM
    • #3

    Haven't tried TAR myself so can't help with it unfortunately but I promise to run through this map myself and give thoughts, you've helped too many others with that already.

  • Interfearance
    • July 10, 2019 at 1:38 PM
    • #4
    Quote from text_fish

    4 hours ago, text_fish said: Don't expend too much energy on beautifying the graybox. With a gruelling artpass on the horizon, there's no sense in duplicating your workload.

    Believe it or not I pretty much left out all the details that weren't functional save for the vaulted roof and castle turrets. I def feel you though. Probably reminds me to apply this thing for playtest and post the WS!!!

    @Karthoum Thank you! I'll get it up today after applying a few more materials in some areas to avoid errors due to overloads of dev/ref 50.

  • Interfearance
    • July 24, 2019 at 2:33 AM
    • #5

    I'm signing up for a playtest today. Here is the patchy but functioning radar:

  • ynel
    • July 24, 2019 at 9:53 AM
    • #6

    Screwed up the uploading of the image.

  • Interfearance
    • July 24, 2019 at 2:15 PM
    • #7

    @Ynel This is so weird it was working yesterday!

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