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  3. Kosire

Posts by Kosire

  • WIP in WIP, post your level screenshots!

    • Kosire
    • January 12, 2013 at 1:10 AM

    [Blocked Image: http://i.imgur.com/43wSd.jpg]

  • totally random texture thread

    • Kosire
    • January 8, 2013 at 8:24 PM
    Quote from 3Dnj

    For some reason, they use "LightmappedGeneric" for blend texture now in csgo, but it looks the same as "WorldVertexTransition".

    Also, $normalmapalphaenvmapmask works but kill the blendmodulatetexture

    My material :

    Try $envmapmask

    It should work with blendmodulatetexture according to this

    Quote
    • Incompatible with $normalmapalphaenvmapmask (use $envmapmask instead).
  • THQ files for bankruptcy

    • Kosire
    • January 8, 2013 at 4:54 PM

    Crytek signs up for Homefront 2 in shock deal

    Quote

    THQ has announced that the next game in its Homefront franchise will be developed by FPS veterans Crytek.

    http://www.computerandvideogames.com/319598/crytek-…-in-shock-deal/

  • totally random texture thread

    • Kosire
    • January 8, 2013 at 3:44 PM
    Quote from 3Dnj

    Hey, I just made a stonefloor texture with some photos like this I took :

    http://www.minerality.fr/images/maps/csgo/DSCF0256.JPG

    I put it on csgo with a blend mask :

    Unfortunatly I made spec maps but we can't use them with a blending shader

    Are you using WorldVertexTransition? If you are, you can use $normalmapalphaenvmapmask 1.

    Example from l4d2:

    Quote

    WorldVertexTransition

    {

    $basetexture "concrete/blacktop_ext_01"

    $basetexture2 "concrete/blacktop_ext_02"

    $ssbump 1

    $bumpmap "concrete/blacktop_ext_01_height-ssbump"

    $SSBumpMathFix 1

    $surfaceprop concrete

    $surfaceprop2 concrete

    $envmap env_cubemap

    $normalmapalphaenvmapmask 1

    $envmaptint "[.1 .1 .1]"

    "%keywords" l4d2

    }

    Display More
  • ITT: Post maps/scenes that never saw the light of the day.

    • Kosire
    • January 7, 2013 at 9:56 PM

    Terminal

    My absolute favorite map from Modern Warfare 2 that I decided to do for Counter-Strike.

    The map itself contains about 100% custom content taken from Modern Warfare 2 and ported to Source.

    I NEVER got around to building the actual planes outside and the rest of the interior. Also suffering from some horrible bugs in-game, probably due to the massive amounts of brushes in this map.

    These are one of the many reasons why this will never see the light of day lol

    [Blocked Image: http://i.imgur.com/u0X5W.jpg]

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

    [Blocked Image: http://i.imgur.com/j42aK.jpg]

    [Blocked Image: http://i.imgur.com/Gq4sk.jpg]

    [Blocked Image: http://i.imgur.com/mwsH4.jpg]

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

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

    [Blocked Image: http://i.imgur.com/9Bnat.jpg]

  • What have you watched recently?

    • Kosire
    • January 7, 2013 at 9:42 PM

    Sherlock season one and two.. now watching American Horror Story season 2..

    Damn Sherlock is so well done, the writing.. the actors..!

  • de_skidrow

    • Kosire
    • April 30, 2010 at 2:29 PM
    Quote from channie

    Use 3D ripper DX to get the MW2 models. It's pretty straightforward.

    Doenst work with steam copy and using a cracked will just say Steam is required to be online to play multiplayer. So doenst work for me, but someone managed to do so.

  • de_skidrow

    • Kosire
    • April 30, 2010 at 1:15 PM

    [Blocked Image: http://kosire.dk/wp-content/uploads/2010/04/skidrow.jpg]

    Skidrow? Skidrow from Modern Warfare 2? That’s right!

    I’m currently working on a complete port of the popular Call of Duty: Modern Warfare 2 Multiplayer map Skidrow to Source Engine or to be more specific for the game Counter-Strike: Source as a Bomb/Defusal.

    Currently the map’s state will soon enter a BETA and will then be play tested to make sure the scale is correct (The scale is done as close as I could ever manage. I’ve counted bricks, tiles and whatnot.) and the gameplay is fantastic like in Call of Duty: Modern Warfare 2.

    April 29th 2010:


    • [*:2wj30rrx]

    CT Spawn & Bombsite B
    [*:2wj30rrx] Bombsite A
    [*:2wj30rrx] Alley
    [*:2wj30rrx] Playground
    [*:2wj30rrx] Yard & Roof
    [*:2wj30rrx] Stairs & Tunnel
    [*:2wj30rrx] T-Spawn & Mid Enter
    [*:2wj30rrx] Cargo AreaHelp Wanted:

    If anyone knows how to rip models from Call of Duty: Modern Warfare 2 and get them working on Episode 1 engine that would be greatly appreciated.

    If you know how to do this, add me on Steam: http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • Kosire
    • May 25, 2009 at 11:27 PM
    Quote from penE

    Good point Deathy.

    The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice.

    Make one env_sun and make that your primary sun. Now make a sprite texture with alpha on as a sun and put it in your 3d skybox on a brush. You can add selfillum on it and i MIGHT give somehow the same effect, just not exactly the same unfortunately.

    Tip: Left 4 Dead had Moon sprites in their 3d skyboxes, since they couldn't use env_sun cause that would be way too shiney

  • [CSS] de_vigor_rc1

    • Kosire
    • April 4, 2009 at 1:53 AM

    Hello there, first topic on mapcore, but i looked around quitely

    Short introduce:

    I'm Kosire alias Rasmus, i live in Denmark and I'm 14 years old. I own the website http://%7boption%7d aswell.

    --------------------------------------

    Now it's finally time to release the "rc1" of my competitive map for Counter-Strike: Source named "de_vigor_rc1"

    This map is created by me with basic layout from a friend of mine who wanted a map with his layout. So i did it and now here is the result!

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    Download it at FPSBanana

    http://%7boption%7d

    That's it so far

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