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  3. LATTEH

Posts by LATTEH

  • [CSGO]Custom Props

    • LATTEH
    • June 15, 2015 at 5:13 PM
    Quote from Serberuss

    Hello, first post on this forum so I hope I'm in the right place.

    I've venturing into the realms of custom props for the first time in Source and I just have a few questions about it since I've not done it before. From initial trial yesterday it seemed kind of tricky but I almost managed it. Anyway what I'd like to know is:

    1. What is the recommended polygon count per prop in CS:GO? I got a model which was around 50k poly count and was told that is way too big for Source.

    2. Do you typically create your own models or do you get them from another resource? If you don't create your own models where do you like to get your models from?

    3. What's the process for packaging and deploying the models with your map? Are they built into the map or is there a specific directory that you have to follow when you release the map?

    4. Finally, possibly a bit of an odd question but, if the model doesn't use a texture file but instead uses a colour material (let's say black) will that colour be shown in Source since it doesn't have a texture file?

    Thanks in advance

    Display More

    1: Depends on the model. If its a vehicle then 50k is fine, but say its a window or sign or something no.


    2: I create my own. I'm sure you can find other models from sites like Gamebanana.


    3:For certain models I use hammer to kind of create the basic size i want from the model. Like lets say i need to create windows. I will either write down the dimensions (like 8 x 32 x 52) or send a prefab vmf to 3dsmax. Then I create the window with that size. When thats all done. i will export the model to several smd files (like Window_ref, Window_idle, Window_phys) typically inside that games SDK_content/modelsrc folder.


    4: I've never done that I always have a model complete when i send it to source.

  • WIP in WIP, post your level screenshots!

    • LATTEH
    • June 13, 2015 at 12:17 AM
    Quote from bsr

    Here is a "grey-block" (a somewhat advanced version, not the first draft), of a map I did in Prince of Persia the Forgotten Sands in 2009. The level artist started to add his first draft of meshes (white edges in the picture).


    More, More! More!

  • cs_shichang

    • LATTEH
    • June 11, 2015 at 8:37 PM
    Quote from Vaya

    Go for a orange/deep blue ambiance with flood lit streets

    [Blocked Image: https://farm5.staticflickr.com/4116/4808438843_9a31f5e3a2_b.jpg]

    I'm gonna go this route. I did a little test with it I like it a lot better! The lighting has to be polished more, but I still have a lot of signs to make!


    [Blocked Image: http://i.imgur.com/Yt4SXOo.jpg][Blocked Image: http://i.imgur.com/NZMlRjO.jpg][Blocked Image: http://i.imgur.com/dm6R6Kq.jpg]

  • cs_shichang

    • LATTEH
    • June 11, 2015 at 12:59 AM

    Finished the window models. I think i might need to redo the lighting/lighting theme. It feels really dark. I might just do a daytime/dry type of lighting then the dark/damp, What do you guys thing?

    [Blocked Image: http://i.imgur.com/zwQ59Id.jpg][Blocked Image: http://i.imgur.com/WBKq6og.jpg][Blocked Image: http://i.imgur.com/JbkMjtu.jpg]

  • [Portal 2] Repercussions WIP

    • LATTEH
    • June 8, 2015 at 12:44 AM

    God damn it lemurr! Its beautiful! :hurry:

  • Another reason to love the Core!

    • LATTEH
    • June 4, 2015 at 9:22 PM

    I love the core! It got me my first job interview.

  • cs_shichang

    • LATTEH
    • June 4, 2015 at 3:59 PM

    I've been working on this map for awhile. Every time i start on it something comes up that has to take my attention away. The map is pretty far along design wise (last playtest went well) but I could always use feedback and the amount of content i have to create will make it pretty hard for me considering I'm also putting most of my time into pvkii.

    Heres my todo list:


    P = Priority, Needs to be made before anything else can get done.

    {Done} = finished.

    Architecture:

    P - For some buildings i need to find a certain type of architecture.

    Textures:

    Concrete trim (nothing spectial 512 / 256 with several different types of concrete)

    Window background details (curtains, Cloths hanging, ect)

    Metal Trim

    Shop signs. Shop signs, shop signs more shop signs.

    {DONE} - Marble Textures


    -----------------------------
    Models:

    P - Typical hong kong window on rural apartments.

    P - Same type of window put wraps around a curved corner.

    Several AC units.

    Window Cloth hanger.

    Window Overhang covers.

    Asian car models.

    Noddle cart.

    Clothing store items (clothing piles, rakes)

    Electronic store items (Dvd cases featuring Mapcore maps)

    Shop Banners and signs.

    P - gruh luxory tower balcony's. || Not going to do that doing something different with the building.

    P - Curb set that will fit with the height of the sidewalks. (will be slightly higher then sidewalks)


    As you can see there is a lot of stuff i need to make before this is done.

    The original thread: https://migrationtest.mapcore.org/topic/18166-csgo-cs_shichang/

    Shichang is a hostage rescue map set in an imaginary part of hong kong. The Terrorist's took two hostages from a tower deep in the city. While escaping there helicopter pickup bailed, now all they can do is hold out and ask for a ransomed. The CT's have been allowed have been allowed to engage the T's before there is more damage and they take more hostage's.


    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=369561120


    [Blocked Image: http://i.imgur.com/C9Wl9wJ.jpg][Blocked Image: http://i.imgur.com/RyS6A2J.jpg]

  • Happy Birthday Thrik

    • LATTEH
    • June 3, 2015 at 7:30 PM

    [Blocked Image: http://i.imgur.com/BbNEaiY.gif]

  • Steam now offering refunds

    • LATTEH
    • June 2, 2015 at 10:24 PM

    finally, I can get a refund for bad rats!

  • [WIP] de_orion

    • LATTEH
    • June 2, 2015 at 12:14 AM

    Nothing big but in the first screenshot, The metal shed with the stairs looks off. I don't think they would use metal for stairs like that. It would make more sense that they would use wood.

  • Mapcore June 1 Announcement

    • LATTEH
    • June 1, 2015 at 4:09 PM

    This is to entertaining.

  • Mapcore June 1 Announcement

    • LATTEH
    • June 1, 2015 at 2:08 PM
    Quote from El Moroes

    Ahah ^^

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

    oh ya, I'm the first one online.

  • WIP in WIP, post your level screenshots!

    • LATTEH
    • May 30, 2015 at 9:47 PM

    Heres some of my work in pvkii. my project is to redo the visuals of the classic desertruin. The levels theme will be egyptian ruins close to the river nile. I would like to have some traps and funny hieroglyphs. I made the base textures and pillars so far ,but there still a lot of models to create its a good start though.


    You can get the mod on steam! http://store.steampowered.com/app/17570/

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

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

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

    [Blocked Image: http://i.imgur.com/k4V6Kzq.jpg]

    [Blocked Image: http://i.imgur.com/0JrK0xc.jpg]

    [Blocked Image: http://i.imgur.com/OnzaK0F.jpg]

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

  • [CSGO] Help with playtesting

    • LATTEH
    • May 30, 2015 at 12:22 AM

    You could set it up for a play test here: https://migrationtest.mapcore.org/topic/17116-ma…playtesting-40/

    Just make sure everything is ready for a test (radar)

  • Mapcore June 1 Announcement

    • LATTEH
    • May 29, 2015 at 11:18 PM

    sounds interesting. will the 3d section be exploding i think?

  • MapCore CS:GO Playtesting 4.0

    • LATTEH
    • May 28, 2015 at 10:33 PM

    Can I have the recording of shichang today?

    Also anyone have feedback for shichang? It would be appreciated!

  • MapCore CS:GO Playtesting 4.0

    • LATTEH
    • May 22, 2015 at 7:31 PM

    I messed up on the submission here is the download: https://dl.dropboxusercontent.com/u/7105610/shichang.zip


    It seems dropbox's copy to clipboard doesn't work.

  • MapCore CS:GO Playtesting 4.0

    • LATTEH
    • May 22, 2015 at 3:59 PM

    I really like the new submission feature.

  • [CS:GO] cs_shichang

    • LATTEH
    • May 21, 2015 at 4:51 PM
    Quote from VIOLATION

    Really liking the way this is shaping up. Are you keeping most of this as custom as possible?

    Ya it is mostly going to be custom content.

    Quote from Squad

    Congratz!

    Thanks!

  • [CS:GO] cs_shichang

    • LATTEH
    • May 19, 2015 at 9:22 PM

    Sorry I havn't been posting on my progress on this much. I got recruited to work on the pirates vikings and knights mod, so all my free time has been going into that. What i could spare is some time on some detailing. I made a tile wall texture and some signs. I'm gonna try to set up a test soon to try out the changes.


    [Blocked Image: http://i.imgur.com/u3JIFwW.jpg]

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

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

    [Blocked Image: http://i.imgur.com/xCgsC5x.jpg]

    [Blocked Image: http://i.imgur.com/Q5Kr0zj.jpg]

    Still a lot of modeling and texture work todo.

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