Clear and present danger.
Posts by Squad
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Doubtful, it's been 4 days since the last hint.
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This is dragging on for too long imo, so I checked what movie it is. Honestly never heard of it and only one actor in it rings a bell.
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I watched the first season a few years ago and really enjoyed it. As you said, the characters are really well thought-out and the acting overall is great too. Started to watch the 2nd season afterwards, but for some reason didn't finish it, not sure why, cause it's not like it wasn't delivering from what I remember. This is a good reminder to give the 2nd season another spin

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Quote from Mitch Mitchell
5 minutes ago, Mitch Mitchell said: Ha! No, sorry. That car was a front engine, rear-wheel drive. This car is not. Which will narrow it down a lot.
I know shit about cars and all that, just thought it was worth a shot, because of your hint:
QuoteQuote To help you - this car is one of the top movie cars of all time, and it's name is so close to being bad-ass, the horizon comes to it...begging.
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Knight Rider?
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Have a look at inferno and dust2, they make extensive use of displacements.
Displacements have their own max limit. Not sure if that means they're also counted as regular brushes or not tbh.
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Quote from Radu
29 minutes ago, Radu said: Yeah, you get better results when painting the edges. If you eliminate those, you'll get noticeable stretches around.
True. Last time I made displacement buildings like this was for DoI and the luxury of upped displacement limit was not present ? But in CSGO you shouldn't let that hold you back.
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Quote from Radu
2 hours ago, Radu said: @MikeGon in case you're wondering how to break them into displacements, this is how I'd go about it:
[Blocked Image: https://i.imgur.com/qrqNAul.jpg]
That's how I split mine when working on my doi map. It's a bit more time consuming because you have to work with the vertex tool, but this ensures the least lighting and texturing issues. @Squad pls confirm

Yeah, pretty much. Not sure why you got the extra set of displacements on every corner of the buildings. Could do without it imo, unless you want more accurate control when painting blend materials. If it's for CSGO, you can go pretty nuts with the amount of displacements.
[Blocked Image: https://i.imgur.com/MB5X8an.png]
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Quote
46 minutes ago, 'RZL said: Was thinking of "The Accountant" but that is with Ben Affleck, so maybe it is "The Secret Life of Walter Mitty"?
Blackdog beat you to it

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Nice easter egg ?
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Great pictures @will2k and @El_Exodus! Sadly didn't get to see it myself, but expected since ideal condition was being in a wide open area and little light pollution (none of which I met). Did you manage to see Mars too?
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Competition was tough, but well deserved. Beautiful goal ?
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Enjoy VACation!

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Quote from Stefan Pavel
On 7/21/2018 at 10:15 PM, Stefan Pavel said: Well, i don't know how it could be a gap inside the skybox when i make it as a single block with the hollow effect, as shown in a youtube tut. Thx anyway. Topic Closed.
This article explains the basics of sealing your map with a skybox: https://developer.valvesoftware.com/wiki/Skybox_Optimization
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The reason the core of SK/MiBR moved to NA in the first place is practice opportunities. There are not enough tier 1 teams in Brasil (if any? I guess Luminosity is NA based as well?).