Posts by Squad
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Quote from El_Exodus
1 minute ago, El_Exodus said: Some guy guessed the link and checked it regularily. Valve didn't publish it yet.
Neat! ... Wait, what if ... http://www.valvesoftware.com/halflife3

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Quote from Fnuggi
4 hours ago, Fnuggi said: It is that time of year again
I have to pay a lot of money for virtual stickers, so I can get my virtual gold trophy.
...oh, and they are playing counter-strike. Go Astralis whooo!
Where did you find out about this? Just wondering, since I can't find it on CSGO blog or the ingame menu.
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Quote from Wrakk
On 13-3-2016 at 9:09 PM, Wrakk said: Pretty cool. One thing I'm worried about is being able to distinguish between playable and unplayable areas. Invisible walls everywhere can be really annoying.
In the final version this should be very clear to the players. At the moment it should be already fairly obvious (I think :p), except maybe on the spawns. But we're definately taking stuff like this into account.
Quote from JacketOn 13-3-2016 at 11:01 PM, Jacket said: Any images of the overview/layout?
The overview is currently outdated, we made some changes since the last playtest.
Quote from Vaya9 hours ago, Vaya said: Thill works well because it's basically a standard layout with a rollercoaster running around it outside the playing area. This like the rollercoaster housing are used to split up areas and sightlines
I guess the trick is to flavour the map with the theme - rather than dictate the layout
/emoticons/[email protected] 2x" title=":)" width="15">I guess that's true for the most part
/emoticons/[email protected] 2x" title=":)" width="15"> -
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Hello there!
We've been working on this for a while now and we want to start sharing some progress. Everything is still very much WIP, but we'd be happy to get any and all C&C we can get.
Some info about the map: it's being worked on by @BubkeZ, @Yanzl and myself. It is build from the 1.6 version that was released by BubkeZ a year ago (Youtube link).
Originally, @FMPONE took the job to port this map to CS:GO, but due to Santorini he wasn't able to spend enough time to this project.
Its original name was de_mirage2, but we've chosen to go with a different theme and name.
Since then we've been hard at work and a lot has changed both visually and layout-wise. Now on to some pictures!
[Blocked Image: http://i.imgur.com/0LlDWnj.jpg]
[Blocked Image: http://i.imgur.com/0gweXEJ.jpg]
[Blocked Image: http://i.imgur.com/pwmP8Nf.jpg]
[Blocked Image: http://i.imgur.com/HC9v7Wr.jpg]
[Blocked Image: http://i.imgur.com/3QiTXrp.jpg]
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Quote from RaVaGe
the lulz, as in, this will be finished one day? It better!

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Quote from El_Exodus
Didn't think about that one. That was the "problem". :<
But the shaded view looks soo much better!!

I noticed the shaded view doesn't always show tinted textures correctly either. But it doesn't seem to happen to every tinted texture either, so no idea what is causing it. Maybe it depends on whether it is defined by "$color" or "$color2"?
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Are you using 3D shaded textures view? If so, try just normal textures view maybe.
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The recently added 2nd UV support for decals could help you out with mirroring the UV, but still have unique sides.
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Quote from Beck
IEM Katowice starts today. First games in about 1 hour 20 from this post. Fnatic vs NaVi which should be a good match to kick off with!
http://www.hltv.org/news/17223-iem-katowice-viewers-guide
No pick 'em challenge this time around?
I believe that's only for Valve-sponsored events.
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Quote from Vorontsov
@LATTEH You could use normalmaps on models before though or am I missing something here
Yes, but they updated it. The effect looks a lot more similar to lightmapped brushes.
[Blocked Image: http://media.steampowered.com/apps/csgo/blog/images/workshop/lighting/04.png]
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If you post about it in the Private comments of the workshop page they should get a notification. Or just hit up Magnar

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Quote from sevin
I opened the .bsp with GCFScape to see if anything was packed, and I didn't see anything. You extracted them from the .bsp? I have this issue with other maps as well.
Yes, I checked with Pakrat to see if any models were packed. And extracted all of them that I spotted. Strangely enough they're all located in a folder called "autocombine/". That folder name and the fact it works just fine (without extracting anything) for most other people and the fact that all "autocombine" props in Hammer look like a combination of regular modular props make it seem something went horribly wrong somewhere for some of us

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Quote from will2k

but seriously though, this is gonna suck when you are in the lighting tweaking phase. Source 2 Hammer (or whatever it will be called) needs to be streamlined and targeted at 2016 not 1996.
Valve just released more info about the vrad update. I'm sure you'll be interesed in it
Quote from sevinThe HL inspiration is readily apparent. You are a master texture artist! All the little references you're dropping in are a great touch.
I'm wondering about something a bit unrelated. When you started using the new Nuke assets, did you decompile the map or find them using console commands in-game or is there a separate folder in materials/models for the new assets? I ask because I'm having trouble decompiling the map. BSPSrc does it with no errors, but in Hammer all the models show up as errors. As far as I can tell the assets are in the .vpk so I'm at a loss. This has happened with a number of other official maps, though not all. Do you have experience with this?
Sorry for the tangential question, looking forward to beta1!
It seems for some people it works just fine to just decompile the map and load it into Hammer, while for others it's littered with missing models (like for me). I explained it here how you can fix this (unless your problem is something else, but then just let us know).
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Lighting and shader improvements!
Hopefully this will help fixing some of the (lighting) issues people are having around here since the update.