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  3. Deh0lise

Posts by Deh0lise

  • Collision mesh with wwm

    • Deh0lise
    • October 14, 2014 at 5:54 PM

    So I've done a door with a hole and created a mesh with the hole and I exported it. Everything works ok besides the collision mesh, the hole is closed in the collision mesh!


    I've tried with auto collision generator, applying an uniform smooth group, applying unrwap to the collision mesh, even building it using multiple objects... has anyone dealt with this problem and knows how to solve it? how?!


    Thanks!

  • http://p3d.in/

    • Deh0lise
    • October 11, 2014 at 9:36 PM

    I like that, in polycount I saw many users who used this webpage: sketchfab.com


    It is really a great way to show a 3d model. No more lowres gifs!

  • Advice about theoretical matters (Cs Go mapping)

    • Deh0lise
    • October 9, 2014 at 2:27 AM
    Quote from Squad

    Maybe a scenario where you have two regular bombsites, which would be the obious choice for Ts to go to. And then there is a third, which is really hard to reach, but if you can plant there, it's pretty hard for CTs to defuse the bomb. Big risk = big reward.

    For example, let's imagine MrP's de_mist. The third bombsite could be up in the sniper tower.


    Agree. Another one, 3rd bombsite in dust2 in middle double doors (ct side) with a really small and risky plant zone. It can be covered with snipers from both bombsites, it's easier to retake and has no cover for Ts (ergo, not the first option). It would only be used in the late game faking/rotating, or suicide mid+smoke rush.


    Quote from text_fish

    There were some 3-site maps made for CS beta (and possibly 1.6) IIRC? I guess they were axed because they weren't very popular, but that doesn't mean it shouldn't be tried again.


    The distrust of change is a major problem for the CS community and regularly holds the game back, so personally I don't think it's a valid reason not to try new things otherwise the game would never progress. There's also this weird notion that there's only a very specific set of rules and scenarios that can possibly be considered "balanced" (i.e. the closer you are to Dust 2 the better). Obviously the more elements you have the harder it is to balance them, but that doesn't mean it's impossible.


    Long story short, I say go for it!

    I think it is Weber (or was it Comte?) who said something like this "trying to go against the laws of society is the equivalent to banging one’s head against a brick wall", and it stands true for competitive cs players. Despite that, I'm with you, in CSGO there is a lot less resistence to new stuff, Valve is helping with this (not just with weapons and skins, but also maps like insertion, or the released ctf setting) and despite it is still hard to overcome the resistance it would be nice to have some creativity in this domain.


    I'd like a weekly workshop map rotation in casual mode in order to promote custom content and new stuff.

  • Advice about theoretical matters (Cs Go mapping)

    • Deh0lise
    • October 8, 2014 at 3:01 PM

    You've found nothing abut this questions because the game mode is 5on5 & 2 bombsites, if you are going to do it differently it will be a different game mode and will be up to players to accept it. Knowing the cs community I'd say they will all whine like a child and pronounce bad words.


    Imo, if you want to innovate create a good ctf/zone control map, that will have a bigger audience.


    P.S I disagree with you all, it is possible to make a 5on5 map with 3 bombsites which is balanced (v.g bombspots with one entrance, big cover, far bombsite, different heights etc).

  • What I'm Working On

    • Deh0lise
    • October 4, 2014 at 7:49 AM

    Looks better in the video than in the screenshots.


    Good job!

  • MapCore CS:GO Playtesting 4.0

    • Deh0lise
    • October 3, 2014 at 11:05 PM
    Quote from Konqi

    Should the .nav file also be packed into the .bsp file?

    It crashed the maps before, I'm not sure if it is still the case.

  • What I'm Working On

    • Deh0lise
    • October 3, 2014 at 9:17 AM

    I'm an old dirt lover, but that is a good improvement, it's going to be a nice place to bleed on

  • Games W.I.P Thread

    • Deh0lise
    • October 1, 2014 at 1:01 AM
    Quote from Daniel Nilsson

    Here's a little Puzzle Game I'm working on:


    Please tell me what you think.

    I really I like the concept and controls, they're really cool. I would only make it easier to spot the "game mechanisms" that trigger the platforms etc (maybe a different color or symbol?), and maybe think if it is possible to make different themes in order to create levels that differ not only in difficulty but also in aesthetics.


    Looks promising!

  • MapCore CS:GO Playtesting 4.0

    • Deh0lise
    • October 1, 2014 at 12:52 AM
    Quote from borgking

    I would like to have another playtest of acceleration on Sunday, 5th.

    Current map version:

    https://dl.dropboxusercontent.com/u/22791159/de_acceleration_v11.rar

    You have not packed some models.

  • MapCore CS:GO Playtesting 4.0

    • Deh0lise
    • September 28, 2014 at 9:30 PM

    I really liked both maps. My 2 cents:


    STUPA: doors in mid create a sightline that finds Ts going up a ramp. Shoting from there feels awkward to me and makes smoke almost imprescindible making it more predictable (despite fakes). I'd flip doors or change the small ramp so peeking window is more even.


    Mid to B opens a rear path that makes it impossible for 2 CTs to cover the whole bombsite (3 open entrances). If the one on platform retreats he cannot see bombsite. That doesn't happen in A. The CTs sight line from the ramp prior to back mid-B exit should be reworked so it is possible to see the bombsite or modify the B-Mid route. Maybe closing mid-B route or changing its exit closer to bombspot so 2 cts can hold a bit. Removing some crates on bombspot might help.


    TIVOLI: I'd close windows path for Ts and open it for CTs. Cts cannot be confident if they have that many spots to watch from. The window's bomsite needs better placement of crates below on bombspot for CTs so they have an advantage over Ts coming from below.

  • de_region (CSGO)

    • Deh0lise
    • September 27, 2014 at 11:19 AM

    As I told you in reddit, I'd do something with the crane and stairs, both disturb gameplay, and the HDR light is way too strong. Besides that the layout seems solid so it can become a really good map. As austin suggest, I'd also do something with the theme to make it sell more if possible.


    Good job

  • [CS:GO] Rails

    • Deh0lise
    • September 24, 2014 at 4:46 PM

    Last update (besides future bugs). This time I've made a blend modulate texture for the wood on A and made it more snowy so it is more consistent with the rest of the map. I've also removed the stars from the 2d skybox, made it less lowres and placed different planes of stars to give it more depth.


    You can find the download and changelog in the item's workshop page.


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

  • [CS:GO WIP] Port

    • Deh0lise
    • September 23, 2014 at 8:01 PM

    Imo, de_port didn't work very good in CSS, you'll really have to do a ton of changes to make it viable! good luck

  • WIP in WIP, post your level screenshots!

    • Deh0lise
    • September 21, 2014 at 10:49 AM
    Quote from Single

    Those grates are actually windows to 'tunnels' under the map.

    So smaller holes make it more realistic, but larger holes are easier to see through .


    Add glass? I think there is a reinforced one that may fit. Looks interesting btw

  • [CS:GO] Rails

    • Deh0lise
    • September 19, 2014 at 1:56 AM

    Because of popular demand I've updated CT spawn and made some fixes...


    here it is the changelog: http://steamcommunity.com/workshop/filed…88473195435654/


    [Blocked Image: http://i.imgur.com/EgOCLj1.jpg]


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


    [Blocked Image: http://i.imgur.com/Mljt4Zr.jpg]

  • [CS:GO]de_zoo

    • Deh0lise
    • September 18, 2014 at 6:29 PM
    Quote from Squad

    I like the rocks idea, but I'm not sure about the right rock on the stairs looks strange to me (not because of the texture/shape but because they're on the stairs). Does it feel right ingame? is it cover or a path?


    What exactly looks strange about it? Could maybe be the angle of the shot.

    Here's what it looks like from the other side:

    That looks very cool. It was the angle, I couldn't tell if it was another path or the rock was in the middle of the stairs.


    Good job

  • [CS:GO]de_zoo

    • Deh0lise
    • September 18, 2014 at 4:01 PM
    Quote from Squad

    Area coming from T spawn leading towards A

    [Blocked Image: http://users.telenet.be/gus/de_zoo16.jpg]


    I like the rocks idea, but I'm not sure about the right rock on the stairs looks strange to me (not because of the texture/shape but because they're on the stairs). Does it feel right ingame? is it cover or a path?

  • WIP in WIP, post your level screenshots!

    • Deh0lise
    • September 18, 2014 at 5:13 AM
    Quote from nicoreda

    {"$basetexture" "nicoreda/brickwall1_pa" }Basetexture have: RGB + Alpha = Diffuse + Heightmap [Blocked Image: http://img110.xooimage.com/files/6/9/4/untitled-477ab01.jpg] If I may link: http://facepunch.com/showthread.php…=1#post45897957

    I tested it but it is unlit... It may be useful in some walls, playing with diffuse color to fake it, but It is not suited to every situation.


    Searching in the VDC I've found this about parallax https://developer.valvesoftware.com/wiki/Parallax_mapping, and it says it should work as lightmappedgeneric, but it actually doesn't, at least not with detail & specular maps.


    It is an interesting feature, but I'm not using it by now..


    EDIT: There is a mod that does a good parallax mapping right, I've found this link: http://www.interlopers.net/forum/viewtopic.php?f=16&t=13380 not build into CSGO though


    I don't know what to say, you have all I writed on the facepunch topic.

    With some tricks you can get that I've got http://cloud-4.steampowered.com/ugc/5396261894…2BEA4BF66D4EE7/


    I didn't intent to devalue your contribution, I think it is great, it is just that when I saw it I thought it would be lit so I hurried to test it in my map, and then just noticed it was not. I may use it in a future map, but not on the bricks in my current one. Thanks for the info

  • [CS:GO] de_88mm

    • Deh0lise
    • September 17, 2014 at 3:09 AM

    I thought about a similar theme, I do even got a drawn layout!


    IMO the screens do no justice to the map, it is better ingame. Despite that, there is some stuff that makes it feel rushed (v.g lack of clips, nodraw, dev textures..), but I like what I've seen, it has potential. The theme is well set, the colors are nice and props, displacements etc fit well (canon, those round windows...). It might be one of those easy maps to play also.


    The cliffts and the metal path to bomb A look great, so does the cannon alone up there. The upper middle path, the one with the green glass looks cool too, but I dunno if it will have much use.


    The bombsites space is good, I like the idea of having to take a long metal passage in A, and the Z play in B, but I miss some cool places to cover the bomb, somewhere I could hide to do a ninja, and other tricks that could make it great. I would experiment making a hole below the planks on B so you can pass below them and use that spot as cover (like the in old de_inferno). In bombsite A it might be cool to have one of those metal planks in bombspot with a column, so you can risk your life hiding there or strafing, also the elevator? could use a light and maybe some interesting props.


    Keep up the good work

  • WIP in WIP, post your level screenshots!

    • Deh0lise
    • September 16, 2014 at 6:02 PM
    Quote from Spherix

    Quite surprised to see no posts about this gem yet that I ran across on Facepunch:


    {"$basetexture" "nicoreda/brickwall1_pa" }Basetexture have: RGB + Alpha = Diffuse + Heightmap [Blocked Image: http://img110.xooimage.com/files/6/9/4/untitled-477ab01.jpg] If I may link: http://facepunch.com/showthread.php…=1#post45897957

    I tested it but it is unlit... It may be useful in some walls, playing with diffuse color to fake it, but It is not suited to every situation.


    Searching in the VDC I've found this about parallax https://developer.valvesoftware.com/wiki/Parallax_mapping, and it says it should work as lightmappedgeneric, but it actually doesn't, at least not with detail & specular maps.


    It is an interesting feature, but I'm not using it by now..


    EDIT: There is a mod that does a good parallax mapping right, I've found this link: http://www.interlopers.net/forum/viewtopic.php?f=16&t=13380 not build into CSGO though

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