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Posts by Squad

  • Foy

    • Squad
    • November 18, 2016 at 4:33 PM

    Just updated the workshop.

    Don't have time to go into all the changes too much at the moment unfortunately. In a nutshell, I changed Allied spawn and objective A in Liberation (spawn moved to Farmhouse, objective A moved from Farmhouse to a new location, see pictures below) and generally added a lot more cover around the map.

    [Blocked Image: http://i.imgur.com/uzC9H6D.jpg]

    [Blocked Image: http://i.imgur.com/AcdN9Td.jpg]

  • Day of Infamy Mapping Contest Discussion

    • Squad
    • November 18, 2016 at 4:22 PM

    Coincidentally, this error returned for me yesterday as well. I fixed it (for now) by increasing lightmaps quite aggressively. It's starting to show in a drop of lighting/shadow quality though in some areas, so I'll be looking for better ways to fix it.

    I read somewhere that it could be caused by having too many displacements. Not sure if that's true.

    Anyway, a temporary fix to be able to check out your map yourself is typing "r_hunkalloclightmaps 0" in console before loading your map.

  • Day of Infamy Mapping Contest Discussion

    • Squad
    • November 16, 2016 at 9:58 PM
    Quote from zastels

    13 minutes ago, zastels said: I opens the map, I see team select but it crashes before you can select anything. Bot quota us at 0


    I've turned everything off I can in filters. . I guess cordon compiling sections is the only way sigh. Waste of a day.

    Do you have a .txt file with the added gamemodes for the map? I had some issues with crashing/not being able to join a team/weird spawning. I'm not exactly sure how I fixed it eventually, but it seemed to be related to inaccuracies in the .txt file and/or the spawn/objective entities in the vmf.

    Have you tried compiling without the objective visgroup enabled and no .txt file?

  • [CS:GO] de_scepter (WIP)

    • Squad
    • November 16, 2016 at 9:49 PM
    Quote from grapen

    On 6-11-2016 at 6:08 PM, grapen said: The stained glass is something I spent a lot of thought on a while back. It's not being directly hit by sunlight, but it gets a lot of reflective light from the building opposite of it. I added some colored directional light, but they're not very convincing, and with the new reddish texture they're being consumed so that they're hardly noticable. I don't have enough source experience to know what's technically possible here, so I'll gladly take tips!

    Is it visible from the other side as well? If so, have an illuminated texture on the inside and a normal one on the outside.

    [Blocked Image: http://i.imgur.com/h6vTEQ4.jpg]

    On the inside, there's a light_spot and some func_dustmotes.

    [Blocked Image: http://i.imgur.com/8L7jtoQ.jpg]

    A better example is the updated inferno. I suggest you take a look at how they did it :)

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

  • Day of Infamy Mapping Contest Discussion

    • Squad
    • November 16, 2016 at 4:09 PM
    Quote from GRiNET

    21 hours ago, GRiNET said: * Purple textures

    The content cannot be displayed because it is no longer available.

    If that is a stock weapon skin, verifying integrity of game cache should fix it. Right click onto DoI in Steam library, go to the "Local files" tab and click "verify integrity of game cache ...".

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • Squad
    • November 15, 2016 at 11:35 PM

    Wow, a lot of negativity here. I as well planned my entry in such a way it would be feasible to finish it in 2 months time. So getting an extra month in such short notice before the expected end of the contest may seem unfair for those who kept up to a tight schedule until now, and maybe it is a bit indeed.

    That being said, I'm going to take full advantage of the extra month and gonna have a look at putting in some extras that I cut beforehand or didn't even plan yet. And improve on what I already have. I'm also glad about the organisation of weekly playtests.

    Quote from zastels

    10 hours ago, zastels said: I want everyone to understand, I am still entering into this contest, but it is with a major fuck you attitude. I am not going to appease to anyone, I work my ass off for free and for a stupid dream. If Mapcore is a professional website it shouldn't associate with whimsical contests.

    Don't take this the wrong way, but if that's your attitude ... why even bother?

    Quote from zastels

    3 hours ago, zastels said: I'm not a dev, and neither is anybody else in this contest.

    I don't think you understood what FMPONE was trying to say.

  • Foy

    • Squad
    • November 12, 2016 at 12:31 PM

    Doing more work in and around the school building.

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

    I extended it with a playground at the back for flanking options.

    [Blocked Image: http://i.imgur.com/rn6OvL6.jpg]

    [Blocked Image: http://i.imgur.com/caRcbD2.jpg]

  • Day of Infamy Mapping Contest Discussion

    • Squad
    • November 11, 2016 at 2:39 PM
    Quote from Daruth505

    1 hour ago, Daruth505 said: @okaycomputer @zastels @LATTEH

    Thank you for the much needed feedback/replies. I'll use all your comments/help to fix this recent issue of mine.

    I'll check brushes near lights, check logs and try lowering some lightmap rez in some areas (not playable areas maybe...).

    Appreciated!

    I've had this error right before Sunday's playtest as well. Latteh is right about the ligtmaps. If you have a lot of terrain (displacements) you can lower the lightmaps on them from 16 to 64 or even more (use more if the terrain is outside the playable area for example). Generally, lower it on big flat surfaces and/or places the player can't get up close to (terrain, roofs, etc).

  • POTUS 2016

    • Squad
    • November 9, 2016 at 7:10 PM

    On peut se trumper

  • Day of Infamy Mapping Contest Discussion

    • Squad
    • November 8, 2016 at 8:07 PM
    Quote from JakHalz

    3 hours ago, JakHalz said: Fill in at "print name" in your control point entity

    Thanks :)

  • Foy

    • Squad
    • November 8, 2016 at 7:43 PM

    I remade the building that is Objective C today. Not fully done yet, but I'm pretty happy with how it's looking so far.

    At first, I planned to make this a small city hall, but during the process I changed it to a semi-fancy hotel building. Still not 100% sure if I'll stick with this or change it back. Time will tell :)

    Also tweaked the fog to be a bit less "in your face" as that was a clear feedback from the Sunday playtest.

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

    [Blocked Image: http://i.imgur.com/ua8Ks3O.jpg]

    [Blocked Image: http://i.imgur.com/D1xcSSI.jpg]

    And here's a picture from inside the school building.

    [Blocked Image: http://i.imgur.com/rUgQSg7.jpg]

  • Day of Infamy Mapping Contest Discussion

    • Squad
    • November 8, 2016 at 3:27 PM

    I noticed during the playtest last Sunday that at least one map had custom names for the Objectives (ie: fountain, square, etc). I've looked into this, but I couldn't find any info or examples on how to do this.

    Any help/info would be appreciated :)

  • Sign up to playtest your contest maps!

    • Squad
    • November 6, 2016 at 4:48 PM

    Damn, my compile finished in time, but I'm getting an Engine Error. Won't be able to fix this in 15 minutes :(

  • [CS:GO] de_scepter (WIP)

    • Squad
    • November 6, 2016 at 12:51 PM

    I like it :)

    Would be nice if the stained glass in the second picture has some light coming through.

    And how about some stacked pews against the walls instead?

    [Blocked Image: http://www.aegistra.com/uploadedfiles/site/photos/images/largest/LHCL_Charterhouse%20Epsom%20College_658_15_um_ec_cg_2.jpg]

  • Sign up to playtest your contest maps!

    • Squad
    • November 4, 2016 at 2:12 AM

    Less than an hour before the deadline :D http://steamcommunity.com/sharedfiles/fi…s/?id=792991505

    I hope everything is pakked correctly. Pakrat was acting funny again, couldn't check it myself. There is a simple radar, although it's a bit outdated.

  • Foy

    • Squad
    • November 3, 2016 at 3:22 PM
    Quote from El Moroes

    On 1-11-2016 at 9:20 PM, El Moroes said: We had that kind of models in our old "baguet mappack". It was made by Ukulele and you can find the model on his own website (with other useful models too). You could ask him too.

    [Blocked Image: http://www.theuke.net/images/haystacks.jpg]

    Oh yeah, forgot about that website. Thanks for reminding me :) I'll check it out.

  • Battlefield 1

    • Squad
    • November 2, 2016 at 8:58 PM

    This game is addictive and stunningly beautiful! I knew it was a bad idea to get this before the end of the Mapcore contest. I probably have to drop out now :(

  • Agency models/materials

    • Squad
    • October 30, 2016 at 12:11 PM
    Quote from PSyCOhTOa

    13 hours ago, PSyCOhTOa said: Hi guys, sorry to be a pain and bring back this thread, but i have tried reinstalling the assets several times, and yet all of the models from agency are black. the textures work fine, i have simply extracted both folders to the csgo directory, could anyone shed some light on this?

    I've uploaded the assets on Dropbox, try this .zip download.

  • Foy

    • Squad
    • October 30, 2016 at 11:50 AM

    Thanks, paranoidMonkey!

    It's not yet perfect, but this should be a lot better already :)

    [Blocked Image: http://i.imgur.com/ktFZi1y.jpg]

  • Foy

    • Squad
    • October 28, 2016 at 4:20 PM
    Quote from Radu

    16 minutes ago, Radu said: One way to improve the ground would be to use higher resolution textures, like 2048x2048 or 4096x4096 - that might go overboard, though you could cover a lot of surface with that.

    4096*4096 would be overkill, as it is equal to 16 1024*1024 textires :D I might consider 2048*2048 later on, but I'm pretty sure it should work out fine eventually when I break up the patterns by painting the alpha and adding geometry, props, decals etc.

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