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Posts by clankill3r

  • Blender Modeling For CSGO?

    • clankill3r
    • February 8, 2016 at 11:37 AM

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  • battalion 1944

    • clankill3r
    • February 7, 2016 at 10:13 AM

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    https://www.kickstarter.com/projects/bulkh…1944-pc-xb1-ps4

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • clankill3r
    • February 5, 2016 at 4:25 PM

    If you want I can look at your next tutorial before you release it to spot any errors etc.

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • clankill3r
    • February 5, 2016 at 2:58 PM

    My first source model :)

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • clankill3r
    • February 5, 2016 at 2:32 PM

    For your tutorial HAMMER: Advanced Tutorial #6 Part 2 Custom Models (Props) your engine path is wrong.

    Check around the 8:42 mark, after you set it it's still red. You have to set it to the bin folder of 'Counter-Strike Global Offensive' so not of 'csgo'.
    For me it is:

    C:\My Programs\Steam\steamapps\common\Counter-Strike Global Offensive\bin

    But I readed that having this right is more important for DMX then SMD.

    ----

    less important: I just figured out that if you do a scene export you end up with the same file. So you could have multiple models in 1 file and do a scene export to create multiple smd files I think. I thought you might like to know.

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • clankill3r
    • February 5, 2016 at 1:12 PM

    NihiL

    I just did your HAMMER: Advanced Tutorial #6 Part 1 Custom Textures tutorial and I dont think you have the normal map working, only the speculair map.
    Atleast I hope that is the case, else normal maps look really flat in source :)


    Edit:

    I made a grey texture and used the normal map from your tutorial and disabled speculair in the vmt and the normal map does work. I only expected a bit more from it.

    One note do, you use the normal map texture as a speculiar texture and have set that the alpha channel should be used. But the alpha channel is complete black. I think it looks a bit strange cause now you have a lot of specularity on places where you don't expect it. It would be better to have a specular texture as well. Now it might be a bit misleading. Still thanks do, great tutorials :)

  • 3D Shaded Textured Polygon Viewport Issue in Hammer (CSGO)

    • clankill3r
    • February 5, 2016 at 10:31 AM

    Fuck valve.

    This bug is at least 10 years old and still isn't fixed. Everytime I come back mapping it frustrates the hell out of me.
    What hammer do you guys use to make cs go maps in?

  • Totalbiscuit, the cinical Brit is dying

    • clankill3r
    • February 4, 2016 at 9:02 AM

    One aspirin a day is really good against cancer. Look it up.

  • WIP in WIP, post your level screenshots!

    • clankill3r
    • February 4, 2016 at 8:57 AM
    Quote from leplubodeslapin

    Valve Hammer Editor is a 3D Volumetric software.

    Blender is 3D Surface software.

    They are really different, and you're really not supposed to create a map on another software (because of optimization for example).

    I'm aware of that but thanks for pointing it out anyway. I just want to see how far I can get and move on from hammer to there if required.

    Quote from leplubodeslapin

    By the way, have you already made a collision mesh for a model before ? It's very restricted, you have to decompose the geometry into many simple convex shapes, and there is a max number of shapes allowed by the compilers. It will be impossible to make something smooth if it's a big slope !

    I did but never for source. I hope it will be less limited with source 2 rubikon.

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • clankill3r
    • February 3, 2016 at 11:18 PM

    It's not really a trick, it's the normal way of doing things :) what you did was a trick :)
    About the bump map, I will try it soon when the time is ready. I need a pc first...

  • WIP in WIP, post your level screenshots!

    • clankill3r
    • February 3, 2016 at 11:16 PM

    Another bad image from blender, I noticed it motivates me more to post content here, it might be the dog pics.
    I'm learning to UV map to texture objects. And I looked into using linked instances from other blender files to have a good workflow.
    Soon I will check if I can make a script / add on to export to .map or .rmf.

  • Firewatch

    • clankill3r
    • February 3, 2016 at 11:11 PM

    You can pre purchase and get a refund to fuck them back :)

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • clankill3r
    • February 3, 2016 at 9:23 PM

    Great tutorial, just when I was about to make props with blender, so perfect timing.

    One thing might wort mentioning:, in your 3d view in the top right there is a small + sign.

    If you click this the properties panel will open (you can also press 'n' on the keyboard).

    Here you can see the dimensions of the object and also type them in (I was to lazy to make a red circle):

    I think that's a bit easier then your add a box and scale it to that box method.

    Btw, if I want a bump map to the crate, can I do that just edit in the qc file and recompile or do I need to do that in Blender as well?

  • WIP in WIP, post your level screenshots!

    • clankill3r
    • February 3, 2016 at 7:47 AM
    Quote from leplubodeslapin

    But how to you deal with the collision mesh ? Do you think you can generate it like this ?

    Lots of programming.

    Quote from FMPONE

    I think those bends should be made into modular pieces, so that you can build your surf map using sexy curves easily (not giant meshes that are hard to customize)

    Yeah I thought of that. A bit like the plates in portal. In the end this will be easier but for now it will be harder.

  • WIP in WIP, post your level screenshots!

    • clankill3r
    • February 2, 2016 at 9:57 PM

    I want to make a surf map for source engine.
    Only I think hammer is not the right tool for a surf map.
    I just did some baby steps with blender for it, nothing impressive.

    My goal for now is to make the tools for blender to make it as easy as possible. For now I want to figure out that the ramp is automatic as long as the curve.
    This might sound easy but I think it will be a bitch.

    In the end I hope that I can make a map with blender without touching hammer. I decided to freelance less and work more on my own projects.
    Money is worth nothing a teacher of mine always said, I think he is right :)

  • The Witness

    • clankill3r
    • February 2, 2016 at 2:00 PM

    Yeah, I pirated a lot of call of duty singleplayers. Recently I bought COD 2 modern warfare since it was the first time for a price I would like to spend on it.

  • The Witness

    • clankill3r
    • February 1, 2016 at 7:41 PM

    I know Jonathan has a HTC Vive. I expect that they work on bug fixes for something like 2 months. If a iOS release is still planned then that probably follows and after that VR. This is just a guess but I won't expect it anytime soon, I estimate in 4 months.

  • [Unity] My former elementary school

    • clankill3r
    • February 1, 2016 at 7:36 PM

    Looks not bad!

    I think the bricks look horrible. And that makes up quite a lot of the image. To start the scale of the wall texture looks to big but it's more then that.
    Also I don't like the texture of the stones around the tree, well, the texture is ok but it looks like it starts at the middle instead of the top.

    I love the green on the left side of the building and how it smoothly goes over in the green of the background. The lightning there is also really well.

    From a photographic point of view I would I would eliminate the tilt in your camera for the specific screenshot you posted. It gives the feeling the viewer is falling backwards.

  • De_forlorn WIP

    • clankill3r
    • January 31, 2016 at 7:48 PM

    It reminds me of HL1.

  • The Witness

    • clankill3r
    • January 31, 2016 at 7:40 PM

    One of the latest tweets from Jon:

    Quote

    It's hard to talk about numbers without breaking NDAs, but The Witness is on track to sell more in a week than Braid sold in its first year,

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