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Posts by Squad

  • Decompiling a source model with animations intact?

    • Squad
    • March 11, 2014 at 10:43 AM

    After decompiling, edit the qc file to change/add the material you want in.


    Tutorial


    If you don't have a decompiler, just found out about Crowbar, which seems to be a new thing around and the only decompiler that's updated in years (older ones might not work with the current version of models apparantely).

  • Mini Challenges feedback thread

    • Squad
    • March 11, 2014 at 10:16 AM

    Filled too. I really appreciate the time and effort that is being put in these mini-challenges! Looking forward to the results of the first one and future challenges

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • Squad
    • March 11, 2014 at 12:34 AM

    Thanks for the replies! It worked after rebooting.


    Now I got something else: "Failed to zip 'stickername.vtf': Couldn't create/open fil."


    Guess I'll pass this one then

  • Counter-Strike: Global Offensive

    • Squad
    • March 10, 2014 at 11:57 PM

    This just in: The next operation

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • Squad
    • March 10, 2014 at 11:05 PM
    Quote from will2k

    Hey Mazy


    This happened to me yesterday after the 80 MB CSGO update of March 6.


    You just need to verify game cache integrity for both CSGO and the SDK (in the tools library); couple of corrupted files will be re-downloaded and you should be good to go after that . Seems the update itself screws some workshop publisher files


    I'm having the same problem now. Verified cache integrity for CSGO and the SDK twice now (also after restarting Steam) and it's still not working.

    Deadline's almost here

  • MapCore CS:GO Playtesting 3.0

    • Squad
    • March 10, 2014 at 9:48 PM
    Quote from NoahHasAnIDE

    Does the map have to be fully textured and look all pretty for it to be tested?


    A functional radar (doesn't have to be with all the bells ans whistles) is strongly recommended though

  • CS:GO VPK Viewer (and new game modes)?

    • Squad
    • March 10, 2014 at 12:48 AM

    What exactly is not working?


    I had some troubles with GCFscape not able to access CSGO's vpk files, installing the latest version of GCFscape fixed that though. But you're using the latest version, so it's not that.

    Did you install the latest .NET framework (3.5) as well?

  • DE_CROWN wip by FMPONE and Volcano

    • Squad
    • March 7, 2014 at 5:49 PM

    Wow, really exciting news! Can't wait to see and play it!

  • Counter-Strike: Global Offensive

    • Squad
    • March 7, 2014 at 1:41 AM

    For anyone out there interested: CEVO/GAMEBANANA just announced their 2014 map making contest.

  • MapCore CS:GO Playtesting 3.0

    • Squad
    • March 6, 2014 at 2:42 AM

    de_barium:


    The map was kinda disorientating, and not only because the overview didn't work


    The main problem is the map is too interconnected: too many paths, too many options for players. I can't recall the complete layout from the top of my head after playing 16 rounds on it (which might very well be an indication that the layout is too complex ), so would it be possible to post an overview?


    What also doesn't help navigating the map is that everything looks more or less the same. Everything is either orange brick or concrete. Put some variety in the map visual-wise, so that it's easier for players to tell in what part of the map they are (ie: the part at the docks is a good example, as there's only one part in the map where players are nearby water). Search for references of similar locations and see how different they can look and try to implement that into your map (ie: docks area, storage area, office area, transport area, etc ... ). Make it look like a location that could actually exist and function.

    Indoor lighting is also an issue in some parts. There are parts where it was really hard to tell a T from a CT. Overall lighting could be more helpfull to navigate the player. There were times that I got shot in the back while being pretty sure it was clear or miraculously discovered there was a path right behind me. Here's an awesome article that could help you along.


    Overall, there is some stuff that needs fixing, but nothing impossible. Could definately turn out into a great map after some revisions!

  • MapCore CS:GO Playtesting 3.0

    • Squad
    • March 6, 2014 at 2:04 AM
    Quote from Niller^.-

    I like the new design, really improved the overall gameplay, we even got to use B-site this time


    The only thing I currently think could be improved is the underground pass from T-spawn into the mid of the map. It seems that the terrorists get to the chokepoint (entrance to mid) 2-4 seconds too fast. At the moment they are able to counter the CT's entrance, where CT only got a single doorway to get out from, which makes it that harder for CT's to cover the right side of the map.


    ²


    Same thing applies to the right side (CT's POV), I got sniped in the head there just running up the slope leading to the chokepoint, right after spawning. T's should arrive there just 1 or 2 seconds after CT's.


    Also, I'm not a big fan of the gate at middle as it is now. It makes for a fairly large sightline from left to right, but its grate makes it kinda random to hit people through it (especially at greater distances). And I can imagine readability through it will only get more difficult when the map is properly textured. I do like the idea of it though, but it could use some improvements (ie: break up sightlines so it'll become more of a CQB feature).


    That being said, I think the layout is really cool. It's easy to learn, not too few/many paths and I somehow really love how what the radar looks like (one bombspot seeming almost next to T spawn), but it all works out

  • [CS:GO] Arcade

    • Squad
    • March 4, 2014 at 9:36 PM

    That's a place I wouldn't mind living in Nice work!

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • Squad
    • February 28, 2014 at 3:04 PM

    Thanks

  • [CS GO] de_medieval (wip)

    • Squad
    • February 28, 2014 at 2:47 AM

    Looking good! What does "olde" means?

  • Banished

    • Squad
    • February 28, 2014 at 1:20 AM
    Quote from Minos

    hehe I made the same mistake before. If there are no empty houses, people won't start their own families and subsequently no kids will be born. No one likes to fuck in front of their parents, as a wise Rick_D once said.


    That makes so much sense, it makes me feel silly that it never occured to me Works out a lot better when I build a house or two every now and then

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • Squad
    • February 28, 2014 at 1:05 AM
    Quote from paranoidMonkey

    Here is my first entry, maybe not the last one. Workshop


    [Blocked Image: http://i.imgur.com/e3r61Bo.jpg]


    How did you show the wear and tear in the image?

  • Banished

    • Squad
    • February 27, 2014 at 3:17 AM

    This game is not easy


    After going through the tutorials (after reading here I thought it wouldn't hurt) and starting my first level at "medium" it didn't take long before my village froze to death. The second one died from starvation.

    Then I set every option to as easy as possible and eventually my villagers died one by one of old age. Just noone to produce offspring. Health was more than OK, but happiness went down the shitter slowly


    Fourth time's a charm!

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • Squad
    • February 26, 2014 at 12:14 PM
    Quote from paranoidMonkey

    When creating the material.vmt for submission what should be the path at $basetexture ".VTF"?


    It should point to the relative path of your vtf file (starting from the csgomaterials folder). Check out the vpk files with GCFscape and have a look at how it's set up. Here's an example of one of the stock stickers:

    Code
    $basetexture modelsweaponscustomizationstickersstandardaces_high_foil
  • [CS GO] de_medieval (wip)

    • Squad
    • February 25, 2014 at 1:53 AM

    I can see the whole village coming alive like that

    Layout seems simple (in a good way!) and fun. Don't hesitate to request a playtest

  • CS:GO Workshop: Weapon Finishes

    • Squad
    • February 25, 2014 at 12:19 AM
    Quote from moyyst

    I gave skinning a shot. Spend some time whiffing this up. More luck then brains. :/

    http://steamcommunity.com/sharedfiles/fi…s/?id=231773240


    [Blocked Image: http://i.imgur.com/2TAYKuj.jpg]


    I like this one. But in the following image it looks a bit dull and more purple-ish instead of blue. Not sure what happened there


    [Blocked Image: http://cloud-3.steampowered.com/ugc/4517881523…E077510E18D174/]

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