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  3. Spherix

Posts by Spherix

  • [Help] Having a problem after compiling in Hammer

    • Spherix
    • November 16, 2014 at 9:04 PM

    Does your compile log meantion a leak?

  • DM_FORTWICK

    • Spherix
    • November 11, 2014 at 8:53 AM

    I'm loving that (3d) skybox!

  • Various openings @ Vanguard Games - Amsterdam

    • Spherix
    • November 11, 2014 at 8:06 AM

    We've got several job openings here, thought I'd share. Feel free to PM any questions.


    ART: SENIOR TECHNICAL (CHARACTER) ARTISTART: 3D ANIMATORART: SENIOR 3D ANIMATORTECH: (SR) CLIENT/SERVER ENGINEERSENIOR PRODUCERVarious internships

  • WIP in WIP, post your level screenshots!

    • Spherix
    • November 7, 2014 at 2:53 PM
    Quote from TheGuma

    Some De_Oasis progress. Still haven't figured out how to make shadows less dark. (A.K.A Contrast)


    Raise the brightness of the Ambience property of your light_environment

  • close this topic plz

    • Spherix
    • November 3, 2014 at 8:28 PM

    Yup. Grab my project  here: http://csgo.gamebanana.com/prefabs/6571

  • Advice about theoretical matters (Cs Go mapping)

    • Spherix
    • October 23, 2014 at 9:59 AM
    Quote from laminutederire

    Hey, By the way, I know it doesn't have anything to do with anything else, but does anyone know if it would be possible to convert textures from another software to textures for hammer?

    Yes. Create textures for the source engine using VTFEdit, you'll have to look into exporting textures from other sources via Google or so.

  • [CS:GO]de_zoo

    • Spherix
    • October 22, 2014 at 11:41 AM

    You know, you could swap models from the func_fish_pool with other stuff...


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    Use fish.

  • Hammer HDR Lighting Problem (black spots)

    • Spherix
    • October 21, 2014 at 11:30 AM

    You cannot have triggerable / named lights when compiling HDR in CS:GO, it's buggy and creates a checkerboard pattern, which seems to be the case here.

  • [CS:GO] de_dome

    • Spherix
    • October 10, 2014 at 12:29 PM

    Yep. Seems normal such a small village in Italy would have a huge mosque in it.

  • [CS:GO]de_zoo

    • Spherix
    • October 8, 2014 at 6:00 PM
    Quote from Vaya

    I'd put in a threshold strip. Metal one would look good.


    http://www.homedepot.com/p/TrafficMASTE…89?N=5yc1vZbnar


    They are used all the time in public spaces to stop wear.


    Or even grates for draining excess cleaning/water... Not that unusual with an aquarium next to it ;)

  • Hong Kong map

    • Spherix
    • October 8, 2014 at 2:56 PM

    Needs more protesters

  • [CS:GO]de_zoo

    • Spherix
    • October 8, 2014 at 2:55 PM
    Quote from Squad

    I'm pretty much ready for a 5 vs 5 playtest Did another clipping pass, with help from Exodus and Fnuggi. Thanks again!

    I changed the lighting to a warmer colour.


    These giant windows are now breakable. Should provide for some more interesting gameplay, like faking.


    [Blocked Image: http://users.telenet.be/gus/de_zoo27.jpg]


    Caustics! Although you can't really tell in this picture

    Display More


    I just love those glass/metal railings to much. A note to this particular scene though, have you ever seen tiles slant like that? A subtle overlay of tile edge could sort that I assume

  • Advice about theoretical matters (Cs Go mapping)

    • Spherix
    • October 8, 2014 at 2:52 PM

    So yeah, 7 vs 7 matches.

  • What I'm Working On

    • Spherix
    • October 3, 2014 at 10:08 AM

    Dat skybox <3. I still don't get those pipes through those ceiling beams as mentioned before and I'll have to agree with the cleanliness, but that's just because I can't deal with the fact that the pro community must need white walls, zero clutter, zero fog and whatnot in order to be able to hit an enemy. Surroundings should be part of advanced tactics, but I'll stop the rant to prevent going offtopic even further

  • CSGO Map Tournament Enquiry

    • Spherix
    • September 25, 2014 at 10:13 AM

    Are we only considering the de_ gamemode? As for what organisation, Google does magic on his name.

  • WIP in WIP, post your level screenshots!

    • Spherix
    • September 23, 2014 at 8:13 AM
    Quote from Squad

    Looking great! Just wondering, are these 20 brush maps a challenge you put upon yourself or is it a competition being runned somewhere?


    See: http://facepunch.com/showthread.php?t=1425511

  • WIP in WIP, post your level screenshots!

    • Spherix
    • September 16, 2014 at 11:45 AM

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

    Quote

    "ParallaxTest"

    {"$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

  • WIP in WIP, post your level screenshots!

    • Spherix
    • September 10, 2014 at 9:15 PM

    Mwoaaaap

    [Blocked Image: http://s7.postimg.org/4a7uae6ex/starwars.gif]

  • De_tuscan beta discussion

    • Spherix
    • September 10, 2014 at 8:23 PM

    I'm sure that the people who made it into operations wouldn't mind give a little advise without demanding profit shares right away.. Judging by the feedback I see now, he hasn't done any notable playtesting or reviews by anyone whatsoever. I get that he doesn't want to let his baby go, but I am pretty confident that there's quite a number of people that could have pulled off a better job in the timespan he's taking.


    That being said, it is 'advertised' as being a beta version, and the feedback he is getting is enormous, let's hope he makes the best of it and isn't shy to ask for help now that so many reached out.

  • WIP in WIP, post your level screenshots!

    • Spherix
    • September 3, 2014 at 8:10 AM
    Quote from leplubodeslapin

    Is that true ? func_vehicle is back ?!


    Good guy spherix ! <3


    Yes. I want to do some extra testing on dedicated servers this weekend to be sure I don't release crap, but it seems I'm finally there. The only real flaw as far as it's interesting is that servers are having performance issues when you drive around 15 or more vehicles at the same time in a map. Don't really see that as an issue though, hardly any of the classic popular maps had more than 6-8 vehicles in them.

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