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Posts by clankill3r

  • Counter-Strike: Global Offensive

    • clankill3r
    • February 24, 2018 at 8:27 PM

    @blackdog On mirage, all you had to do to win the round was stay alive in the end, but you starts searching the last player.It turned out good but it was a bad move.

    Also a tip, if you have a grenade and you press left mouse and right mouse at the same time you can do a medium throw. This often gives players less time to respond cause it shows up in their view later. You could have used this when you threw it towards CT. For the rest a nice video :)

  • So I have some spare games...

    • clankill3r
    • January 22, 2018 at 9:04 AM

    @Tisky Check out the map Bridges of Druzhina. That map is so great to play on (after a few times...).

  • Counter-Strike: Global Offensive

    • clankill3r
    • November 24, 2017 at 4:36 PM

    I still don't like the long house of the new dust. I was really good at rushing long as a T in both eco and buy rounds.

    Now it's so much harder in eco rounds to get long control. If I play as CT and I hold long with the AWP I often just keep looking when I get flashed. Often by the time they are at the door the flash effect is over. The risk that this goes wrong is little to none so far.

  • EA just killed Visceral

    • clankill3r
    • November 10, 2017 at 5:53 PM

    Electronic Arts buys Respawn for more than $400 million http://www.pcgamer.com/electronic-art…l-in-the-works/

    I wonder where that ship is going :)

  • EA just killed Visceral

    • clankill3r
    • November 10, 2017 at 8:57 AM

    https://kotaku.com/an-updated-lis…shut-1689498614

    Quote

    Quote Maxis (SimCity) - Purchased by EA in 1997; shut down in 2015. [Though EA says the "Maxis" brand will live on—and the studio currently behind The Sims continues to use the label—the Emeryville-based development house that served as the main descendant of what Will Wright created back in 1987 is officially no more.]

    Mythic (Dark Age of Camelot) - Purchased by EA in 2006; shut down in 2014.

    Bullfrog (Syndicate, Dungeon Keeper) - Purchased by EA in 1995; shut down in 2001.

    Origin (Ultima, Wing Commander) - Purchased by EA in 1992; shut down in 2004.

    Westwood (Command & Conquer) - Purchased by EA in 1998; shut down in 2003.

    DreamWorks Interactive/Danger Close/EA Los Angeles (Medal of Honor) - Purchased by EA in 2000; shut down in 2013.

    Phenomic (SpellForce, BattleForge) - Purchased by EA in 2006; shut down in 2013.

    Black Box Games (Need for Speed, Skate) - Purchased by EA in 2002; shut down in 2013.

    Pandemic (The Saboteur) - Purchased by EA in 2008; shut down in 2009.

    PlayFish (The Sims Social) - Purchased by EA in 2009; shut down in 2013.

    NuFX (NBA Street) - Purchased by EA in 2004; shut down in 2007.

    Display More
  • TF2 Jungle Inferno Update

    • clankill3r
    • October 23, 2017 at 10:06 AM

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  • Counter-Strike: Global Offensive

    • clankill3r
    • October 19, 2017 at 12:34 AM

    I just played the new dust2. The pilars etc. are square now which I really dislike. I hope they will give it a really small bevel. Before you could bounce flashes of it really well when entering tunnels from t spawn or going short etc. Now this is gone. A really small bevel on the edges could bring this back.

    Also taking long from t spawn is a lot harder now. I hope they add some holes or windows to throw flashes threw.

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • clankill3r
    • September 28, 2017 at 11:05 PM
  • Source 2!

    • clankill3r
    • September 28, 2017 at 5:44 PM

    At the moment I'm interested in photogrammetry. It's a technique where you take photos from multiple angles and turn it into a 3d model with magic... I mean with software.

    [Blocked Image: https://3dscanexpert.com/wp-content/uploads/photoscan-dense-cloud-1024x597.x92699.png]

    I made around 550 photos of the lab I work in, but more on that later. Anyway, for me to get the lab into source2 I needed to get a model in source2. Getting a model in source has always been a pain, even in goldsrc (in my opinion!). Unity for example is way more easy, it can even import blender files for example. And I like to use blender, not that it is the best but it is free and it has really great add-ons, and the development of it is really great.

    Some of you might have used the "Source Engine Export" plugin for blender before. Well long trial and error story short, you don't need that anymore. You can export to fbx, which is a pretty common format. And then with the tools from valve turn it into a model. Also setting up textures is a lot easier. And I believe it supports .tga now but I need to test that proper. I did have a problem with textures, and I really miss a console in the application telling me what is wrong. Anyway now the reason of this post. Once you have your model the workflow is great. If I make a change in blender and export to fbx again I'm done! It instants updates in the hammer editor. And even better, it EVEN UPDATES IN THE GAME WITHOUT THE NEED OF A RECOMPILE OF THE MAP OR THE MODEL!

    More later!

  • Source 2!

    • clankill3r
    • September 15, 2017 at 10:32 AM

    I have a vive at work and I thought it would be interesting to see the map i'm working on in virtual reality. I couldn't get VR to work in HL2 or TF2. It could be because I only have 4gig ram at work. It could also be the lack of support from valve. Anyway, SteamVR has also home environments, it's like your "home" from where you can launch games. Chat with friends etc.

    [Blocked Image: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5519564/386317a59d642d8121cd042b413cf415474a9beb.png]

    Those home environments run on the source2 engine. So I thought let's port my map to that. Well opening the map in source2 hammer is easy but all your textures are lost. Also things like func_detail are gone. They show up but it's not an entity anymore. This is because maps for source 2 are more like models. Hence the editor has now edge loops, splitting, bevel and stuff like that. Which I think is really great.

    Also the editor is way faster. I always found hammer to be really sloooow. Even on a quite small map, dragging stuff around never felt smooth. Now it runs close to 90fps and when I drag stuff around it goes to 60. I have to say my map is quite small but still it's so much smoother. And I have to say, this is with a really nice lightning preview!

    Also, you don't have to make a skybox around your map, so having leaks is also gone. For me it's not that big of a deal but it's sure something I embrace.

    The icons in the editor are quite horrible. They are really grey-ish and therefor they look all quite similar. This seems to be a trend in icon design in general which I really dislike. They eye works so well in perceiving color. Here 2 images for comparison (and note that hammer2 has a lot more icons, I only show the side bar here). Note that in certain parts they do have icons with really good distinguish colors!



    You can also map really well from only using the 3d viewport. This is really nice. I only go to a side view to place a model precisely on the floor for example. And the lightning in the viewport is really nice, including shadows. With the hold hammer I really disliked the contrast, I always hoped they would add ambient occlusion or something.

    Anyway, my point was to see my map with VR. And this is really nice. It's only a small part I have with no textures but it's so nice to walk in your own map. To feel the scale. I made a car out of brushes for example based on the scale of the car you see in de_nuke. Now with VR I really felt how the car was to big. Which is nice cause i'm making a parking garage. And large areas don't do well in csgo, and now I have the cars like 0.9 times smaller I can make a lot of the map smaller too.

    Maybe I post more thoughts later.

  • Games W.I.P Thread

    • clankill3r
    • July 18, 2017 at 11:55 AM

    Looks great. I think some green glass on the scope would look nice.

  • CS:GO radar not showing up

    • clankill3r
    • July 13, 2017 at 3:00 PM

    Yeah but the _radar is never specified in the text file. There is always a _radar_spectate as well.

  • CS:GO radar not showing up

    • clankill3r
    • July 13, 2017 at 1:44 PM

    I try to get a radar showing up for my map but I can't get it done. I think my dds file is correct, but for the sake of safety I try to use the one of train right now.

    My map is called de_metro_rm_06

    I have a file de_metro_rm_06.txt in the overview folder.

    This is the content:

    Quote

    Quote

    "de_metro_rm_06" { "material" "overviews/de_train" // texture file "pos_x" "-2477" // upper left world coordinate "pos_y" "2392" "scale" "4.7"

    // loading screen icons and positions "CTSpawn_x" "0.86" "CTSpawn_y" "0.77" "TSpawn_x" "0.12" "TSpawn_y" "0.25"

    "bombA_x" "0.63" "bombA_y" "0.49" "bombB_x" "0.52" "bombB_y" "0.76" }

    I also don't see a radar image when I fly around with noclip.

    It should at least show an image when loading the map.

    Anyone an idea?

  • [WIP] post your CS:GO Mapping Contest screenshots!

    • clankill3r
    • July 12, 2017 at 7:40 PM

    I think 1 topic to post the wip screenshots is better then opening 109 tabs :) So feel free to post here your WIP's.

    I will start with my so far unnamed map.


  • How to build CUBEMAPS for CS:GO in 2017 [HELP]

    • clankill3r
    • July 12, 2017 at 1:24 PM
    Quote

    Quote Send a support ticket to Valve and you should get the answer and solution within minutes.

    :D

  • [WIP] de_Turismo

    • clankill3r
    • July 10, 2017 at 9:50 PM

    What I mean is people don't like clicking to see images. (Correct me if i'm wrong). It's better to include them in a post. Less friction.

  • [WIP] de_Turismo

    • clankill3r
    • July 10, 2017 at 1:18 PM

    No pics no clicks :)

  • [CS:GO] surf_galaxy (Surf Galaxy)

    • clankill3r
    • July 10, 2017 at 12:59 PM

    Well you made a great map, so don't beat yourself to hard over it.

  • Problem with creating own textures for source

    • clankill3r
    • July 5, 2017 at 9:04 AM

    I have made this pure white image in photoshop (the skills on me...).

    I want to bring it to csgo / hammer but it's a bit glitched. There it looks like:

    This are the options I used in VTFEdit: (I just noticed it's on animated texture, but I doubt that is the problem, but I will try later when I'm at home).

    Do I have a setting wrong? And could someone try it with the same png? I used the newest photoshop.

    Then another thing. Now I have this for the vmt file:

    Quote

    Quote LightmappedGeneric { $basetexture "de_metro/light_white" // diffuse map $surfaceprop glass // physics type }

    And I make it give light using lights.rad. In game it looks like this. So it does give light. But I would like for the texture to light up as well. How can that be accomplished?

  • [CS:GO] surf_galaxy (Surf Galaxy)

    • clankill3r
    • July 4, 2017 at 9:44 AM

    Please post a video :)

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